Masks: 1,000 Memorable NPCs for Any Roleplaying Game - Flip eBook Pages 201-250 (2024)

Sci-Fi - Allies 200 Samara • Samuel • “Sanguine” • Sarah • Sawyer • “Scarab” • Sicamet Artist: Andrew McIntosh Princess Andrea Mara

Sci-Fi - Allies Saxby • Sayak • Shade • Shajn-Schaldach • Shane • Show • Simmons 201 Lady Valeria Telaquilonius Proud Noblewoman “My ancestors were senators in ancient Rome. We have lost our lands, our people, our power, and our freedom countless times. We have never lost our pride or our integrity, nor will we ever.” Appearance: An elegantly dressed woman of middle years, her regal bearing and razor-sharp gaze are balanced by a warm smile. Roleplaying: An aristocratic accent and pristine manners allow her to cut to the truth of the matter without offense. Personality: A truly noble woman, she is true to her word, and cares about those under her banner. Motivation: She will do anything to promote and protect her family and those who serve them. Background: Raised in the finest traditions of her family’s lineage, Valeria is unable to bear children of her own. Unshaken at this discovery, she has taken on the role of the family’s ambassador. She has foregone marriage, as a single woman can operate more freely in the byzantine maze that is imperial politics. Officially, she acts as the family’s representative, generally at court but occasionally to other worlds and noble houses. Privately, she manages an extensive network of agents and operatives, and is always looking out for those with certain skills, whether for a quick job, extended employment, or even a lifetime. Traits: (KS) Charming, genius, political, royalty, stealthy, wealthy Johnny Slipstream Chivalrous Con Artist “I never steal from anyone who can’t afford it.” Appearance: Johnny is always stylish, wearing his hair in the latest fashion and his clothes according to the latest trends. He is rarely without his mirror shades, which have a microcomputer installed in them. Johnny has a bit of a baby face that makes him attractive as well as underestimated. Roleplaying: He is immediately a best friend, showering those he meets with appropriate comments even as he is about to rob them blind. Johnny never loses his cool, even when his plans are crumbling. Personality: Johnny convinced himself long ago that the only difference between him and legitimate businesspeople is that he lacks a license to steal. He also gives at least some of his scores to those in need to further legitimize his activities. Motivation: He enjoys the finer things in life and steals to acquire them. Background: Johnny discovered early in life that he had a penchant for cons. Since security in the core worlds was tight, Johnny works his craft in the frontier regions. These sparsely populated areas are primarily controlled by interstellar corporations exploiting colonists to mine rare ores. Johnny runs a number of cons including ore inspection, bureaucratic bribery, and even occasional piracy. While he enjoys the wealth he’s amassed through his cons, Johnny does give the majority of what he gains to suffering colonists (which incidentally makes the crimes harder to trace back to him). Traits: (WC) Beautiful, charming, criminal Jirrat Suleiman Pessimistic Mechanic “Oh, I can fix it, alright. But you’ll just break it again, probably worse.” Appearance: Jirrat has long, slender arms that are stronger than they look, and he wears stained clothes that are covered in pockets and pouches. Roleplaying: He assumes the worst about everything, especially technology, and swears constantly under his breath while he works. Personality: A pessimist to the core, Jirrat can be hard to get along with, but he’s also intensely loyal and takes pride in his work. He prefers the company of machines to people during the day, but spends his evenings at the local bar chatting up travelers. Motivation: He wants to see the galaxy, but he’s afraid of change. He likes his routines at the spaceport, and takes pride in a job well done. Background: Jirrat works as a starship mechanic at a ramshackle spaceport that sees its share of smugglers, adventurers, and down-on-their-luck wayfarers. Consequently, he’s learned how to fix just about everything on a wide range of ships, often without the right tools. He stays because he was born there— literally, in one of the repair bays. With his parents dead and no other family, the spaceport is all he knows. He’s comfortable there, and he likes that his regular customers treat him well— but secretly he’d love for someone to pry him free. Traits: (MR) Business, crafter Princess Andrea Mara Cybernetic Warrior Princess “Don’t hold back. I won’t learn anything if you do.” Appearance: Andrea is lithe and muscular, and her wrists end in scarred stumps fitted with prosthetic mechanical tentacles. Her face is pretty, with an upturned, sparsely freckled nose. She wears loose airy fashions that don’t hamper her flowing, graceful movements. Roleplaying: Demure and well-mannered, Andrea speaks rarely and quietly. The motions and touch of her tentacles make her mood obvious even in silence. Personality: With her hypersensitive tentacles, new tactile sensations fascinate Andrea. Though generally good-natured, Andrea suffers occasional bouts of depression brought about by her past. She assuages her spiritual pain by wallowing in sensory overload. Motivation: As a warrior princess, Andrea seeks to improve her martial skills to perfect her role as royal champion. She’d also like to make the crying stop. Background: Andrea is the oldest royal daughter in training to be the royal champion. An accident when she was young left her without hands. She has trained extensively to develop her own unique fighting style that turns her prosthetic tentacles into deadly weapons. She is eager to perfect her abilities and often challenges visiting warriors to practice duels. Aside from steady dedication to her grim occupation, Andrea has tastes and interests similar to other young women in the area. Traits: (MN) Adventurer, royalty, warrior 598 599 600 601

Sci-Fi - Allies 202 Sierra • Silas • Sinnibar • Sirius • Sivia • “Skullsplitter” Silas Jay-Four Cloned Warrior “Are you sure you don’t want the original? Silas Jovio is with his family on Savannah 3. I’m just yesterday’s trash.” Appearance: Looking like a grizzled old soldier that’s seen better days, Silas wears the remnants of a marine uniform and has scraggly gray-white hair beneath his hat. His body is more spare parts than original and he carries his weapons everywhere. Roleplaying: He is terse and unemotional most of the time, although his eyes betray sadness and weariness. Personality: Silas has been depressed ever since the war ended and he discovered that he was a clone. He had nothing to go home to and carries his pain with him. He tends to have a very cynical view of life. Motivation: He is seeking a purpose to his life. Background: Silas was a soldier in the last galactic war. Believing himself to be human, Silas was horrified to discover that he was part of an experimental program that created clones of soldiers. His past and the family he loved belonged to someone else. Silas would have welcomed death, but the Congress considered clones real people. Many clones committed suicide, but Silas is looking for a purpose. He takes comfort in helping those whom society has failed and fights like the warrior he was created to be. Traits: (WC) Adventurer, magical, warrior Marianne Dern Philanthropic AI “Ned, that bastard! I’d slap him silly if I had any hands!” Appearance: A kaleidoscope of swirling color on a monitor, Marianne’s physical form no longer exists. A display shows her iconic representation, which changes color based on her mood and thought process. Roleplaying: She’s quite excitable at times and her synthetic voice reaches a feverish pitch, especially when discussing her long-dead husband, Ned. Personality: Hundreds of years of artificial life have done little to dampen Marianne’s spirit. She’s lively, engaged, and highly invested in her philanthropic endeavors, as she has little material need and no regard for money. Conveniently, she has a lot of it. Motivation: She likes to help others and wants to stick it Ned. One. More. Time. Background: Marianne’s husband, Ned Dern, built a technological empire in biomechanical and electro-synthesis science, investigating ways to extend the life of the human species. Unfortunately, a freak accident vaporized Ned in his advanced years, leaving Marianne to run the company. As she succumbed to advanced age, a clause in Ned’s will had Marianne introduced into their prototype biosynthesis mainframe, where her consciousness was transferred. Now Marianne finds herself trapped—unwilling to pull the plug on herself—and uses her financial empire to solve problems. She financially backs adventurers who are willing to take on her causes, helping those in trouble. Marianne doesn’t fully understand how the world has changed in the intervening decades as she is static in time. Traits: (DM) Eccentric, wealthy Missy “Hot Pants” McGregors Misfit Heroine “Lay down some cover fire while I upload the brain scan of this jungle guerilla fighter! I’m sure that it has some combat skills that I can access! Whoa! Now I know how to skin a person alive! Ewwwww!” Appearance: She wears her hot pink hair—which matches her hot pink pants—in pigtails. Her leather jacket has pins and patches from all of her favorite night clubs. Her cybernetic neural link port is barely noticeable behind her left ear. Roleplaying: Her eyes are large and wide-open as she is constantly scanning her surroundings for things to interact with. She never uses vulgar language, but instead mimics video game sound effects to show her displeasure with something. Personality: Missy is carefree and wants to have fun. She is not irresponsible, though, just happy. Motivation: Missy wants to see the world, and she will jump at any job that takes her to a destination that she has never visited before. Background: Missy volunteered for a medical research project that implanted a device into her brain that allows her to access chips written with the brainwave patterns of people who have undergone a painless scanning procedure. She did not know that the project was funded by the military, and when they decided to “decommission” her, she used her newfound skills to escape and go on the run. Now she is part of a mercenary team for hire. Traits: (PB) Adventurer, charming, eccentric, humorous Isaac Malas Butcher Prince “I did what I had to do, and now I have to live with it.” Appearance: Isaac has classic Roman features. As a highranking officer in the military, he wears his uniform and carries himself like a soldier. Roleplaying: Unless addressed by a higher-ranking officer, Isaac refuses to look anyone in the eyes. He has a traditional military attitude, but he pauses before delivery as he works up the energy. Personality: Depressed and haunted by his greatest military victory, Isaac shuns human company whenever he can. He forces himself out of isolation only for duty or if his actions may help ease his conscience. Motivation: Isaac seeks to make things as right as he can by improving life for his subjects. Background: Serving as a commander during a civil war, Isaac made the difficult decision to bombard rebel forces. Though it eliminated the threat to his family’s monarchy, the measure also destroyed large swaths of his country’s capital and killed thousands of civilians, including his own brother, who had defected to the rebellion. His actions won an otherwise hopeless war, but the loss of life haunts him to this day. Even though his side won the war and wrote the history books, his own scribes referred to him as “the Butcher Prince.” He has since tirelessly campaigned for the needs of his people to make any repeat of the past unnecessary. Traits: (MN) Abhorrent, leader, military, notorious, royalty, wealthy 602 603 604 605

Sci-Fi - Allies Siren • Skye • Skyrover • Skywalker • Slipstream • Smith 203 Maurice Elnos Celebrity Counselor “Your problems aren’t so bad. A certain star had to be in two systems at opposite ends of Orion’s arm simultaneously to film his newest release. No, I can’t tell you who...” Appearance: Tanned and fit, Maurice is a comfortable 40, with long, flowing hair. His deep blue eyes encourage others to confide in him. Roleplaying: Maurice is everyone’s friend, eager to backslap and praise. He’s quick to smile, shake hands, and lean in for confidences that they really shouldn’t share. Personality: Maurice changes demeanor at the drop of a hat, going from gregarious and intimate to shouting and crazed after an insult, real or perceived. While he’s your friend, he pushes examination and reflection—even on two minutes acquaintance—but he’s quick to hint at former confidences if he’s on the outs. Motivation: Maurice lives in the moment, feeling it fully and not planning long term. This makes him honest—a trait his celebrity friends appreciate. The people he compares himself to are all wealthy, skilled, and successful—so he clutches hard at their foibles, justifying himself as their equal. Background: Maurice and Dimeteor, his biggest client, were friends from way back; when Dimeteor blew up big, Maurice followed him out onto the galactic stage. He struck the right chord with info brokers, offering an intimate background that made Dimeteor’s fans feel like they understood him. Stars value his insight, giving him more tidbits that keep the fans’ interest. Traits: (SM) Counselor, entertainment, notorious Becky Brink Timid Psychic “Watch careful—there hasn’ been snake bi’ for 136 years, but let’s not start today.” Appearance: Becky is a bright-eyed 22-year-old. She’s tan, fit, and muscled from extensive hiking and outdoor activities. She’s tall and lean, often wearing simple hiking gear—though she changes into an outfit made for a 1920s séance to guide people through a vision. Roleplaying: Becky constantly quirks her lips or half raises her hand as if she’s going to ask a question, but one never follows. She drops letters off the end of her words—not in a rush, but as if she hesitates to speak them. Personality: Caution defines Becky; she’d love to go worldwide with her discovery, but she needs security and friends to back her before she’ll even consider it. Motivation: She has long wanted to understand people better and be friendlier, but she keeps her guard up—she’s afraid to trust. Shared vision jumps straight past those awkward barriers. Background: Becky loved exploring the wilderness with her parents as a child. As a teen, she took men out in the wilderness for privacy. On one of her adventures, she was transported beyond herself; she and her date shared a vivid dream world together—almost, but not quite, telepathy. She soon identified the source as spores from a local fungus, blowing on the breeze. Her experience, shared with friends, built a cult dedicated to communing with each other and the wild. Traits: (SM) Humorous, occult, outdoorsman Solon Itinerant Scientist “We’re such fragile, transient creatures, yet we’re privileged to see and accomplish such amazing things.” Appearance: Forty-five and fit, Solon has black hair, blunt features, and a round face. He moves like a spacer: easily in zero-gee, but with effort under gravity. Roleplaying: Solon listens raptly during conversation, and talks often of high philosophical concepts. He speaks in a flowing, cultured manner. Personality: Solon is fascinated with the universe—all of it. He likes nothing better than seeing a new phenomenon for the first time, documenting discoveries, and philosophizing about the nature of humanity, reality, and God’s place in it all. He’s curious, open-minded, and a voracious learner. Motivation: Only one thing terrifies Solon: the certain knowledge that no matter how hard he tries, he won’t be able to see the whole universe before he dies. He’s driven to seek out new life, new civilizations, and the marvels of our galaxy. Background: An itinerant scientist and philosopher, Solon is well-off enough to afford passage just about anywhere he likes, but he prefers to join up with interesting people and see what comes his way. He’s a font of information on a wide variety of scientific, social, cultural, historical, and religious topics, though science is his (very broad) focus. As an ally, he makes a great “pocket sage,” and he can also be handy to have along for diplomatic missions, first contact scenarios, and the like. Traits: (MR) Academic, counselor, scholar, scientist Brinkley Amundersen Spoiled Starship Officer “No? You dare say no to me? You do realize who my daddy is, right?” Appearance: She is exceptionally pretty and petite, with pouty lips and a turned-up nose. Her starship uniform is adorned with a surprising number of shoulder collar chevrons, ribbons, and fourragère for one so young. Roleplaying: Brinkley stands erect as if born to command. When angry or pouting, she folds her arms in front of her and glares imperiously. Personality: She digs her heels in and becomes angry when exceptions aren’t made on her behalf. Though many of the other officers find her insufferable, she has extreme confidence in herself and her ability to lead. She has few true friends, but those she has, she treasures. Motivation: She thinks she should always get her way. Background: Brinkley is the admiral’s daughter, and despite being spoiled, she is a brilliant strategist and born leader. She’s earned every decoration she has and isn’t shy about wearing them. She dotes on a group of officers loyal to her, seeing that they have everything they need, even if it requires her to access unorthodox channels. She is advancing rapidly through the ranks, partly because of daddy smoothing the way, partly because her team gets things accomplished. Traits: (TT) Famous, leader, military 606 607 608 609

Sci-Fi - Allies 204 Skyjack • Sol • Solon • “Star Kitty” • Stephanie • Steven • Suki Lieutenant Ulit Bayen Poised Sniper “No, he’s not too far away to hit. See that satellite? That’s too far. He’s practically up my ass, he’s so close.” Appearance: All hard edges and taut muscles, Ulit has whiteblond hair and pale blue eyes. Her posture is erect and alert, and even when out of uniform, her clothes are practical and military in style. Roleplaying: Ulit has a foul mouth that seems at odds with her cool, poised demeanor. She speaks only when she must. Personality: Lt. Bayen doesn’t “get” people, so she’s made herself into a weapon. She prefers to be alone, scouting kill sites and stalking her targets, but she parties hard after missions. When she lets her hair down, she becomes an entirely different person. Motivation: Ulit is the best at what she does, and means to stay that way. She wants to be known throughout the galaxy as the ultimate sniper. Background: Raised as a space marine brat, Lt. Bayen joined the military as soon as she was old enough. Her marksmanship put her at the top of her class, but her personality kept her from starting out as an officer—and as a loner, she doesn’t much care about rank. She lives to shoot—for the clean, pure, line that is a solo mission accomplished flawlessly from insertion to extraction. Ulit can bag targets in zero-gee, while firing from and at moving spaceships, on high and low gravity worlds— anywhere, anytime. Traits: (MR) Military, stealthy, warrior Reverend Zedekiah Post-Apocalyptic Preacher “Repent, sinners! For I am the Reverend Zedekiah, the Gun Hand of God, and I will wreak his terrible vengeance upon ye!” Appearance: A lean and haggard older man, he wears a priest’s collar under his patchwork armor. Crosses are carved into the handles of his pistols. Roleplaying: He quotes violent Bible verses that nobody’s ever heard before, and has a penchant for hard liquor. Personality: At least half-crazed, he drifts across the wastelands, looking for sinners to redeem, or at least to send to their final resting place. Motivation: He lives to give sinners a chance to convert, although sometimes only a brief chance. If they don’t, he’s more than comfortable sending them to their maker. Background: Nobody really knows where Zedekiah (Hebrew for “Justice of God”) came from. He claims to have once been a sinner, and his excellent combat skills attest to at least one sin he’s familiar with. He shows up in a town and starts preaching from his book, claiming that he’s sent to give people one last chance to redeem themselves. He’s subjective in his judgments: In one town, he’ll tear up a bar for gambling, but walk right past the bordello; in the next town, he may reverse that. But he has no problem with alcohol, and regularly takes a pull from his flask. Regardless of what people may think, wherever he goes, he usually uncovers something wicked going on, and puts a stop to it. Traits: (KS) Adventurer, aggressive, mysterious, outdoorsman, religious, warrior, zealot The Muse Seductive Hacker “Of course I can get the Red Mars Corporate files on Project Haley for you, darling. Shall we sit by the fire and share a drink first?” Appearance: The Muse is utterly gorgeous, devastatingly fashionable, flirtatious, and promiscuous. She changes her hair, eyes, skin, and even body shape as it suits her, although she prefers unnatural colors such as neon green hair and copper skin. The Muse can accomplish all this because she’s just a virtual creation. Roleplaying: She is always playful and seductive. The Muse always mixes business with pleasure and prefers to negotiate in bed in a secluded mountain cabin, or lying on the beach. Personality: In real life, the Muse is an average person with a bureaucratic job that grants access to sensitive information. In the virtual world, the Muse is flirty and carefree, although she does have a strong sense of justice. Motivation: She just wants to enjoy her fantasies (she has many) while aiding others in the real world. Background: The person behind the Muse is shrouded in mystery; age, gender, and location are all unknown. What is known is that the Muse appeared on the galactic network about four years ago, offering information to adventurers that were seeking justice. She asks for no money in return, only that those she helps indulge in her fantasies with her on occasion. She is a master hacker and can get into almost any system. Traits: (WC) Beautiful, business, charming, criminal, mysterious Rose “Ace” Dakota Merciless Pilot “If they’re in your sights, you fire!” Appearance: Rose is trim and athletic, with a sleepy face that belies her killer instinct. When engaged in mercenary work, she wears her old pilot’s uniform. Roleplaying: Constantly gauging the talents and abilities of those around her, Rose pesters people with questions about experience, challenges them to competitions, and otherwise tests their abilities. She is confident, in your face, and ready to prove her mettle at a moment’s notice. Personality: Cold and merciless, Rose does what she’s paid to do without question. She lets others worry about ethical implications. Motivation: Rose works to improve her reputation as a mercenary and to size up potential future employees for when she forms her own mercenary company Background: A star pupil in all disciplines at the military academy, Rose excelled as a fighter pilot. During training exercises and her initial forays in the field, she set new records that are still on the books today. However, early in her career, Rose noticed that some allied ships were behaving strangely. When she could not confirm they had not been compromised, Rose opened fire and destroyed them. Later, diagnostics of the wreckage confirmed that the pilots had in fact been spies, and their ships had been outfitted with unlicensed weapons. Even so, Rose was politely discharged for destroying apparently friendly ships, during negotiations, on a hunch, with no orders. Traits: (MN) Adventurer, aggressive, military, pilot 610 611 612 613

Sci-Fi - Allies Snow • Solace • Sprague • Starchild • Stardancer • Stargazer • Starguard 205 Katrina Impulse Aggressive Journalist “So what you’re saying is that this is where you perform unsanctioned experiments on people from ‘ lost’ colony ships? Um, why are you pointing that at me?” Appearance: Katrina is a young, perky woman who wears trendy clothes that hug her curves and is constantly plugged into devices that stream information to her. She’s always moving and appears slightly distracted. Roleplaying: She gets right into people’s faces with the cameras running. She can be quite pleasant, but quickly moves into probing, direct questions if she believes that her interviewee is hiding something. Eventually, she gets red-faced and accusatory if her interviewee doesn’t crack first. Personality: When not investigating, Katrina has a fun, bubbly personality. She holds strong opinions on many topics and loves to share them, but gets adversarial if people don’t agree with her. Motivation: She wants to expose all the ills of the universe, no matter what the cost. Background: Katrina is a news journalist who specializes in uncovering unethical and illegal acts. Unfortunately, she tends to get too attached to her stories and, when going undercover to expose something, often outs herself due to her righteous hotheadedness. Fortunately, the universe is a big place, and when Katrina inevitably gets fired she can always find another network willing to take a chance on her. She is a font of information for adventurers, who often have to bail her out of trouble. Traits: (WC) Aggressive, political, zealot Kevin Cooper Deep Space Explorer “Just go do your damn job, or at least get out of the way so I can do mine.” Appearance: Though he’s well into retirement age, Kevin’s physique would make a man 40 years his junior jealous. He crops his receding blond hair close to his skull and wears a military uniform in a style last produced 30 years ago. Roleplaying: Kevin rarely speaks, even when spoken to. If prodded to share his insights, he does so, but his speech is an unfiltered stream of consciousness, rife with unnecessary commentary on surroundings and unrelated tangents on matters that most would consider personal. Personality: An explorer at heart, Kevin is curious, bold, and fearless. He is precise and careful and tries to quantify things exactly. Motivation: Kevin wants to prove his worth to military command despite his age and communication handicaps, so that he can reenlist and go on another long-term exploration mission. Background: Recently returned from one of the first long-term exploration missions with a decade’s worth of scientific readings, Kevin is a military hero. Age, outdated skills, and the impact of long-term isolation on his psyche all combined to force Kevin into retirement against his will. He faces a world that he doesn’t understand, people with whom he can’t communicate, and an aimless future. Desperate to reenlist and return to his mission of exploration, Kevin is trying to prove he still has what it takes. Traits: (MN) Adventurer, eccentric, military, pilot, scientist Artist: Christopher Reach Kevin Cooper 614 615

Sci-Fi - Allies 206 Susan • Suzi • Sven • Syf • Sylvia • “Tabula Rasa” • Tak Nuan Vaud Proud Gunner “I’m the best there is. Period. Care to wager on that?” Appearance: Stocky and heavily muscled, Nuan has a broad face and a nose that’s been broken many times. She walks on the balls of her feet, always ready for action. Roleplaying: Nuan is proud, confident, and quick to anger. She views everything in military terms, and is quick to escalate to violence. Personality: A veteran of the Bug Wars, Nuan is a hard-bitten badass who takes neither crap nor prisoners. She walks the deck likes she owns the whole damned ship, starts fist fights for relaxation, and is justifiably proud of her talent as a starship gunner. Motivation: Haunted by the idea that, someday, she might fail at something important, Nuan treats every situation—but especially battles—as if it were a critical turning point in a war. Background: Nuan fought in the Bug Wars as a soldier and then, when she grew frustrated with the command structure, went AWOL and became a mercenary. She’s technically still wanted by the military for her crime, but because she singlehandedly took out a bug mothership and over 40 frigates in the war, they’ve looked the other way thus far; gunners as good as Nuan are hard to come by. With 15 siblings, Nuan learned to distinguish herself at an early age, and her pride is both a strength and a weakness. Traits: (MR) Aggressive, famous, military, warrior Marshal M’Kabi Honorable Space Cop “You know I can’t be a part of piracy, even if that ship has contraband on board. What I can tell you is that targeting here and here should take out their main weaponry and leave them adrift. You’d have about 20 minutes to get on and off that ship before I’d get there.” Appearance: M’Kabi always wears a crisp uniform and has his hair cut to regulation. He’s very fit, but a few wrinkles and his salt and pepper hair show his age. While looking somewhat intimidating, he has a smile that immediately puts people at ease. Roleplaying: He is friendly and enjoys conversing with other people. He is quite good at remembering names, not only of those whom he’s met but also their families. M’Kabi never turns down a request for help. Personality: M’Kabi believes in law and justice and usually puts his faith in the system. He doesn’t like to break laws to stop crime, although he won’t prevent others from doing so. Indeed, he’ll actually aid them as best he can without compromising himself, if possible. Motivation: He enjoys bringing law and order to the galaxy. Background: M’Kabi has wanted to be in law enforcement ever since he was a young child on New Nigeria. His father was a Colonial Ranger who patrolled the vast preserves on the planet. M’Kabi decided that he wanted to be a Marshal instead, patrolling the colonial frontier. Traits: (WC) Pilot, police Kennet Raird Lecherous Hacker “Why do you care what’s on my terminal? I get you past security, you pay me. End of deal.” Appearance: Tall and skinny with greasy brown hair, Kenneth is incredibly pale. He spends all of his time in front of the computer screen. He is unkempt and has a habit of not bathing or changing clothes often enough. Roleplaying: Kennet is a shut-in whose only connection to the outside world is through the hyper-nets. He uses his incredible computer skills for two reasons: because someone pays him for a particular job and because it satisfies his lust. Personality: Kennet lives by the idea that if it happens online, he can’t be blamed. He is shocked when people insinuate that hacking a locker room camera or downloading a metric ton of alien p*rnography is somehow disgusting. He is haughty about his abilities, but also about his innocence in all things virtual. Motivation: Kennet has perverse desires and a need to satiate them. Hacking helps him do that; it also pays his bills. Background: Kennet turned to computers in order to feed some of the more perverse desires he developed. Some part of Kennet’s brain realized that the thoughts he had weren’t right and he fostered the illusion that indulging them online kept his hands clean. He developed his hacking skills over many years of trying to get access to more forbidden materials. Traits: (JA) Criminal, genius, stealthy CJ Millsap Colorful Aviator “Port stabilizer…check. NavGuide…online. Sense of dread…check. Yeah, we’re ready up here, guv!” Appearance: He wears meticulously clean and polished boots, a worn flight jacket, and a dull red scarf draped over his shoulder. Polarized solar goggles strapped to CJ’s forehead push back his sandy blond hair. He pulls on his piloting gloves with a wicked grin. Roleplaying: CJ has a heavy co*ckney accent and uses aeronautical terms constantly, even in mundane situations. He’s keen to “check six” on a “bird” at the bar and top off with a drink when he’s at “bingo fuel.” Personality: Like many pilots, CJ is often too co*cky for his own good. He’s drawn to the good old days and his ships tend to reflect his personality: brash and jury-rigged. CJ doesn’t think ahead and will always take the grander course of action. Motivation: He’s hungry for a life of adventure, the only life he’s ever led. Material possessions—beyond something to fly— mean little to him. He craves fame. Background: Brought up since birth as a spacer by his father, he’s always loved flying. Even terrestrial piloting calls to CJ, and he’s flown a bit of everything during his years. (His hair is dyed to mask his age somewhat.) CJ favors a ship with “character,” regardless of her age or condition, and takes pride in making something out of nothing. The scarf is a lone reminder of his father, since disappeared. Traits: (DM) Adventurer, eccentric, pilot 616 617 618 619

Sci-Fi - Allies Starrunner • Starsinger • Stillwell • Stroyer • Stryden • Suleiman • Suraj 207 Drake Handler Virtuous Trader “Bringing that cargo through the Sagittarius Arm unharmed marks you as a pilot to watch. I’m still amazed that you convinced the Alexandrians to let you off planet.” Appearance: Drake stands 6’3”, with chocolate skin, short hair, and bright white teeth. He’s overweight thanks to long travel, but still moves with grace. Roleplaying: Drake stands up straight and focuses on you—not the abstract, not the sale: you. Drake uses his perception to build elegant compliments. Personality: He is honestly appreciative for the life he leads, and he lives like it. Motivation: Making things better one step at a time—that’s how Drake was raised. Trade is a great way to solve shortages and get goods to those who need them. Background: Drake grew up an orphan after his parents died in an asteroid mining accident. He was adopted by the Handlers, a pair of successful traders who had plied the lanes for years. He grew to maturity, learning trade at his parents’ sides, and soon was contributing to their extraordinary returns with his insight. When he started his own branch of the company, he poured his profits back into charitable donations and orphanages. Perhaps that’s why the aliens selected him as one of only three merchants they’d deal with. His exclusive contacts have given him unique insight into their culture, and their trade goods ensure that he has plenty of profit to support his good works. Traits: (SM) Business, merchant, saintly Kitty Maniacal Bounty Hunter “It’s time to ride.” Appearance: She wears the full leather biker gear, like so many of her fellow post-apocalyptic road warriors. Her skin is sunburned and her long brown hair is sun-bleached nearly blond. She wears a pair of cat-shaped sunglasses. Roleplaying: After mounting her motorcycle, she always gives the bike a good luck “kiss” by pressing her fingertips to her lips, then lightly touching the gas cap. Personality: She is mentally disturbed, as likely to laugh gleefully as she is to growl menacingly. Her moods are mercurial, but she is not a loner. She realizes that to survive, one needs allies. She is loyal to her friends—and an absolute terror to her enemies. Motivation: Kitty is only concerned with capturing people for money and aiding those in her survival group. Background: She was once an ordinary homemaker in suburbia. During the terror of civilization’s fall, she watched helplessly as her husband and children died at the hands of marauders. She snapped that day and transformed herself into a holy terror, determined to survive as someone who would be immune to fear and would never again be a victim. The kitty-cat sunglasses, which belonged to her daughter, are her only connection to the old world. She lives with a group of other survivors, hiring herself out as a bounty hunter. Traits: (TT) Outdoorsman, warrior Orim the Knowing Deformed Scholar “I don’t even know what the point is of telling you what this artifact does. It’s not like anyone here could make another one or repair this one. But since you ask…” Appearance: Orim is a large man with scarred skin. He sports one crude bionic eye, and his body is hairless save for the tiny tufts of hair sprouting off his head. Roleplaying: He often mumbles to himself and talks in incomplete sentences. He moans when he moves due to the pain caused by his scarred, taut skin. Personality: Orim is bitter over the loss of the old world. He clings desperately to it, trying to push out the reality of the current world. Motivation: Orim strives to find and preserve any relics of the past. If he cannot live in the past, he will surround himself with objects from those days. Background: Before the Last Day, Orim was a schoolteacher. When the bombs detonated, the blast caught him—but he survived. Instead of fleeing like everyone else, Orim wandered the city gathering up what relics he could. He later settled with a tribe where he teaches people about the old world. He has built up a collection of artifacts, and has built a makeshift museum in a beached ship. He reluctantly allows people to visit his collection. For those he calls friends, he will grudgingly share his knowledge. Anyone who brings him a rare artifact becomes his friend. Traits: (PV) Ancient, hideous, primal, scholar Sergeant Lee Boram Rule-Bending Cop “I don’t care that you have Martian fungi. That is your business. You offer it to kids, it becomes my business. Know how I settle my business? It involves a cattle prod, rubbing alcohol, and one of those genetically-merged spider monkey house cats that hasn’t been declawed. It isn’t pretty. Understood?” Appearance: Being overweight, he fits snugly into his ballisticsdampening body suit. His badge number is tattooed over his left eye because perps needed it for police brutality claims, so he decided to make it easier for them to find it. Roleplaying: Lee is pleasant with people whom he believes to be innocent. He’ll bow to people and kiss the back of a ladies’ hand with exaggerated good manners. With criminals he becomes mean, and with violent criminals he becomes violent himself. Personality: Lee has three modes: nice guy, protective authority, and violent thug. Which one emerges depends on whether or not the person he is interacting with is a criminal, and if so, how bad the crime committed is. Motivation: Lee needs an outlet for his aggressive nature. If he didn’t become a cop he probably would have become a criminal himself. Background: Lee grew up on the mean streets, and when he was busted for theft he was forced to join a juvenile police program meant to scare kids straight. Whether for better or for worse, Lee enjoyed that program and became a cop. Traits: (PB) Aggressive, charming, notorious, police 620 621 622 623

Sci-Fi - Allies 208 Tamena • Tanseer • Tayven • Tennor • Teresa • Tersa • Tessa Rachel “Ray Gun” Gunnarson Genius Inventor “While you were sleeping, I rejiggered your magneto-pneumatic slug projector. It should push about 5.44 megajoules at the muzzle. In language you might grasp, that’s the same as an elephant dropped from about three hundred yards.” Appearance: Rachel is a short woman who can often be found humming a popular show tune while bent over a piece of equipment. She wears a stained jumpsuit stuffed to the gills with tools, and a close-fitting pilot’s helmet equipped with all manner of lenses. Roleplaying: co*cky and self-assured when it comes to engineering, she can be a bit dense when it comes to social matters. Personality: She’s fascinated by anything remotely mechanical, so much that she’ll “borrow” someone else’s gear just to see how it works and if she can improve it. Motivation: She’s addicted to figuring out how things work. Background: Lost or abandoned in the city at a young age (she doesn’t remember), Rachel broke into a train depot to find a place to sleep. She was found the next morning, having spent the entire night reassembling a faulty control box that had been giving one of the mechanics fits. When it worked perfectly, she was adopted by the workers. After a number of years, an inspection discovered her living at the depot, and she was forced to leave. With the references from the depot workers, she’s had no trouble finding work, although her tendency to fiddle with other people’s mechanisms has caused no end of trouble. Traits: (KS) Adventurer, crafter, genius Coreen Delmori Cyborg Pilot “A blockade? Unless the Cabal has developed some new kind of sensor that I’ve never heard of, and I have seen them all, I can deliver your package.” Appearance: Coreen is a short woman wearing a full exoskeleton. A metal cowl frames her features, its small hooks piercing her skin and locking the cap in place. She has no hair. Her facial skin is weathered and spotted. Roleplaying: She waves her hand when anyone tries to tell her anything. She uses the phrase “I’m sure” as a reply. Personality: Coreen has seen and done it all, and she believes she knows what’s best. She likes to show off and impress others with her piloting skills. Motivation: While Coreen tells everyone that she does it for the money, the truth is that she believes she is the greatest pilot alive, and she will never pass up a chance to prove it. Background: Coreen was born on a space freighter, and her love for flying spacecraft started soon after birth. She started piloting freighters when she was 15 and combat ships for the military at 22. After mustering out, she went into smuggling for no other reason than it was the trickiest type of flying. She has used the money from her runs to purchase every life-enhancing treatment and implant, resulting in the exoskeleton which sustains her organic mass. She will never pass up a chance to fly somewhere dangerous. Traits: (PV) Ancient, criminal, hideous, pilot Artist: Christopher Reach Coreen Delmori Violet Coulomb Wayward Scientist “Seventeen hours’ observation is enough to build a model with a distinct confidence interval.” Appearance: Short and plump, Violet tends towards drab corporate wear or utility suits. Her gray eyes and snub nose lend her personality, as do the red-brown curls in her hair. Roleplaying: Violet talks with her hands, subconsciously cuing computers with her gestures or drawing graphs in the air. Personality: For Violet, there’s always a more elegant solution; direct action courts notice and often requires more effort. She is excited by the idea that her prototypes might turn into products that spread across the universe. Motivation: Maintaining her comfortable life requires that she identify or create great products to keep her company afloat. She’s out to experience normal life, design solutions that her company can fulfill profitably, and return to her nest. Background: Violet has always been smart, and she received innovative instruction from a young age. She’s a confident problem solver. She was on a path destined for a quiet lab, where she’d plumb the depths of the universe. Now her brilliance is called upon for a different function: She needs to design the next “must have” items and has little experience outside of her corporate controlled environment. Traits: (SM) Business, mysterious, scientist 624 625 626

Sci-Fi - Allies Tabata • Taluk-Burke • Tanbel • Telaquilonius • Teppins • Terence 209 Elicia O’Ranen Violent Marshal “You listen to me! Power down your engines at once, or I swear I will open fire right on your bridge and watch your ship drift into the atmosphere and burn up!” Appearance: Elicia is of average height. She wears an immaculate police uniform and her long, straight brown hair is pulled back. Roleplaying: She always offers to solve problems by using violence. She makes threats when confronted, and she slams her hands on the table to make a point. Personality: A dangerous combination of violence and ambition, Elicia craves power and prefers using violence to get it. Motivation: The only things that keep Elicia from being a violent criminal are her respect for the law and her desire for the power her position brings. Background: Elicia was born in a dangerous city where she grew up avoiding physical harm on a daily basis. By her teens, she was more than capable of defending herself from all but the most dangerous criminals. She mysteriously disappeared for three days—an ordeal she never speaks of—before enrolling with the sector police force. Her superiors recognized her hostility and tempered it as much as they could. When she was ready, they assigned her to a dangerous post where only an officer of her temperament would be able to make any difference. While the body count has been high, she has been able to bring some order to her troubled sector. Traits: (PV) Leader, police, power hungry Porthos Valentine Stranded Time Traveler “You mean to say that there’s a sort of high-powered steam engine inside this tiny pistol? My word! I’d have given my eyeteeth for one of these back in London.” Appearance: With tousled red hair, bags under his eyes, perpetual stubble, and a confused expression, Porthos always looks somehow out of place. Roleplaying: Porthos says little until he knows he’s among people he trusts. He’s clueless about most technology. Personality: Despite the circ*mstances, Porthos’ natural pluck and adaptability have kept him sane and relatively level-headed. Lacking the familiar command structure and stability of his old job and life, he’s a fish out of water—but he’s learning quickly. He remains optimistic about being able to make a new life for himself. Motivation: He wants to give his life meaning and structure again. He needs a job, money, and friends he can trust with his bizarre secret. Background: Porthos is stranded time traveler, whisked away from Victorian-era London by a temporal anomaly and transported to the present. He’s given up hope of returning to his own time, and is trying to make the best of things despite being in over his head. Porthos was a detective, a good one, and those skills are still relevant today. Losing everyone he ever knew or loved was incredibly disorienting and disheartening, and he feels adrift in the modern world. Once grounded again, he could be a valuable, albeit very quirky, ally. Traits: (MR) Eccentric, police, scientist Vacca Artoli Fringer Naysayer “Don’t buy in. Don’t log on. Stay off the net. Avoid the machine. Be a person and talk to one.” Appearance: He submits to wearing the discarded clothes of his over-commercialized society, though he patches over the brand names and logos printed on them. His long hair is greasy. Roleplaying: He will absently rub the scarred flesh of his arm, where he burned away his old company identification tattoo years ago. Personality: Vacca harbors a deep regret that he cannot provide restitution for the lives he ruined. His hate for commercialized society runs deep. Motivation: He warns everyone to know that his commercialized and computerized society is evil. He will assist anyone who wants to strike back against it. Background: He was once a rising star in the conglomerate, a career-minded brand manager. At some point, Vacca was confronted with a choice that required him to betray people he cared about. He did—and their lives were destroyed. Convinced the company, its goals, and its tools were evil, he left. He was pursued by company agents for a long time—he possessed many of their secrets. But eventually he blended into the lost fringes of society. Now he leads a group of rabble, preaching against the evils of the controlling conglomerate. Traits: (TT) Business, eccentric High Priestess Moneyback Guarantee New Age Weirdo “The universe speaks to us! It talks to us through commerce! And for three easy payments of 99 credits you too can have the latest iMicrocooker that will enable you to better commune with the universe. Plus it broils synthetic beef in under a minute! Buy now and you will be ready to upgrade when the next version is released in a week!” Appearance: Her holy robes are made from fabrics that display video images of cascading advertisem*nts for numerous products and corporations. Roleplaying: She speaks in a way that sounds one part gospel and one part commercial. She occasionally sings “hymns” which are actually advertising jingles. Personality: She is a compulsive buyer, and she has rooms full of consumer goods of every type, many of which she has never even used. Motivation: She wants to take advantage of the many wonderful limited time offers that life presents her with. Background: Originally named Mary O’Ryan, she was the sole heir to the O’Ryan Pharmaceuticals and Military Defense Systems corporate empire. Her incredible wealth enabled her to have whatever she desired, but she always had a sense of emptiness. She realized that only shopping made her happy, and after years of intense university study and field research she founded the Church of Immaculate Consumption and Fantastic Bargains. She has acquired many followers, and together they have found joy in each other’s purchases. Traits: (PB) Eccentric, religious, scholar, wealthy 627 628 629 630

Sci-Fi - Allies 210 Thadd • Thalen • Tiana • Tikal • Tilda • Tilda • Timony Mykelia “Myke” Stargazer Sympathetic Investigator “There, the video recorder’s disabled. Okay, what’d you do this time?” Appearance: A professional-looking young woman, Mykelia’s badge shows that she works for the investigative arm of the federation. Roleplaying: She’s sympathetic and compassionate, and works to build mutual trust. Personality: Mykelia’s dedicated to her job, and sees herself as a front-line protector of the federation. Motivation: She wants to identify the larger threats to the government by earning the trust of those who inhabit the gray areas of the law. Background: Born on a frontier planet, Myke grew up with friends on both sides of the law. But when the raiders came, she saw how they worked together to drive them off. The lesson was not lost on her when her family left the fringe for a safer home in the core worlds. Recruited into the imperial navy, she worked her way into the investigative branch, and has been pursuing her career ever since. She will gladly overlook minor offenses, even major ones, to stop larger ones. Her approach is quite effective; she has two major commendations on her record (one secret). She is also developing quite a network of contacts among independent traders and so-called adventurers. Traits: (KS) Military, white collar Anton Dynast Multidimensional Doctor “I have to go. No, nothing you need concern yourself with, but I’m getting the hell out of here.” Appearance: Anton has an athletic build, pale skin, and graying hair. His fingers and hair look fuzzy and hazy around the edges. Roleplaying: Often lost in his own thoughts, Anton sometimes appears to intently watch things that aren’t there. He’s constantly accepting calls and running off without explanation. Personality: A medic by profession, Anton is naturally helpful and kind, but his own problem is so impossible to ignore that he gives it top priority. Motivation: Reversing the process that trapped him across two dimensions is Anton’s primary motivation. Background: Anton was the staff medic for a research team that was studying dimensional rifts and portals. During an experiment, a spontaneous breach in reality pulled Anton into a separate dimension. Though the quick thinking of his team saved him from being lost, he now exists only mostly in his native dimension, extending as well into another nearby dimension. Refusing to be studied or used for scientific reconnaissance, Anton tries to live as normal life as possible while he consults with experts to find a fix for his condition. Anton’s desire to solve his problem leads him to consult with anyone who may be able to help at almost any cost, even with those with whom he wouldn’t normally associate. Traits: (MN) Academic, medic Johnny Reynoldson Thrill-Seeking Mercenary “Woo-eeee! This battle looks like it’s gonna be a good one.” Appearance: Johnny is of average build and wears a black leather jacket tailored to conceal his guns. His brown, wavy hair and devilish smile make him attractive to many people. He is rarely seen without a bottle of booze in his hands. Roleplaying: Johnny is always up for excitement, danger, and sex. He is constantly moving and never seems to stop. He is the shoot-first-and-ask-questions-while-the-other-guy-is-wounded type, but he always makes time for raunchy encounters with anyone he finds attractive. Personality: Johnny gets bored quickly and lets you know when he is. He is opportunistic when it comes to his fun, and he is impatient about getting to it. Motivation: Johnny wants the most enjoyment and excitement possible in any situation. Background: When Johnny came back from the dead, it was a whole new start on life. That bullet through the chest should have killed him, but all it did was leave him with a kick-ass scar. Since that day, Johnny has felt invincible. He knows his time will come, but he doesn’t want to miss a bit of fun waiting for it. Johnny is good at combat and he gets results in tactical situations, even if by unconventional means. This makes most people put up with his hedonistic nature and constant breaches of protocol. Traits: (JA) Adventurer, eccentric, humorous, military, warrior Cali DuMall Frightening Orphan “If you’re going to protect me, then who is going to protect you?” Appearance: Cali is a small, young girl with long, jet-black hair. She wears a simple button-down gown. Her eyes are brown, their large irises and flecked with gold. She clutches a worn teddy bear. Roleplaying: She’s distant and shows little emotion. She speaks softly and in small, halting bits. Cali’s pauses are punctuated with a blinking of her eyes. She looks right through people at hidden things. Personality: Like most children, Cali is shy and withdrawn around strangers. She’s not keen to make friends—most don’t live very long. She makes profound comments, but her language is still limited. She reacts well to a tender hand and is trusting unless given reason to act otherwise. Motivation: She wants to help the good people and stop the bad ones before they cause more hurt. She mostly just wants to find her mommy and daddy. Background: Sadly, Cali’s life isn’t likely to get any easier. A few years after birth, her psionic abilities manifested—telekinesis and telepathy, among others. The psi-op military intervened, seeing Cali as a valuable commodity. Her parents protested and Cali was forcibly taken away. The trauma inflicted by this separation has turned Cali into a dangerous and unpredictable weapon. She doesn’t want to hurt people—like they hurt her— but she desperately wants to escape “the bad men” and find her family. If they’re still alive. Traits: (DM) Child, magical, military 631 632 633 634

Sci-Fi - Allies Therrat • Thompson • Tiago • Toscin • Triumph • Troose • Unalo 211 Harold Dentley Paranormal Investigator “My foundation studies the science of dimensional convergences. We do not support nor deny evidence of the supernatural. We have discovered many similarities between so-called paranormal events and dimensional phenomenon, though. The data is…disturbing.” Appearance: His hair is snow white, his eyes a piercing blue. He wears a black suit and a turtle neck shirt. Roleplaying: He has an annoying habit of pointing at the person he is talking to, as if he were commanding them to speak. Personality: Harold is very serious at all times. He never jokes, and his stoic nature makes it very difficult to determine what if any emotions he feels for a subject. Motivation: Despite what is conveyed by his cold and emotionless demeanor, he is motivated by a great desire to protect mankind. Background: Harold Dentley was a pioneer in business who had amassed a tremendous fortune in the financial sector. One night, he had a horrible nightmare that the world was attacked by demons. When he woke up, he saw the ghost of his father in the room. He realized that the nightmare and the visitation were both warnings. His father was trying to tell him something, and no matter how hard he tried to deny it, Harold knew the event was real. Now he is investing all of his fortune into discovering the source of the threat that he foresaw. With the most advance science in the world, his team has made startling discoveries. Traits: (PB) Dilettante, occult, wealthy Len Hycel Gruff Labor Leader “Don’t mince words with me. You want help? Fine. I’ll help. I can send word to my brothers on Syrel-6. They will help you locate that crashed ship.” Appearance: Len is a middle-aged man with buzz-cut white hair. His body is short and thick; he was born of miner stock. He wears loose clothes to hide the softening of his muscular frame. Roleplaying: Len has a chronic cough from his mining days. He calls everyone “my friend,” and refers to any miners as “brothers.” He never minces words and prefers talking in short sentences. Personality: Len is blunt, a trait he learned from his years mining. He says what he means, and he expects people to hear what he says. Motivation: Len is loyal to his friends and more so to his fellow miners. He works hard to help miners across the galaxy. Background: Len was the leader of the Great Miner Revolt, when the miners rose up against their exploitative corporate masters. The revolt, though bloody, was a success, and Len was transformed from upstart miner to leader of a major political force. All miners look up to Len, and would do anything he asks. Len has since left the mines and now travels about the galaxy meeting with his “brothers” and fighting exploitative corporate policies. Today he enjoys a life of wealth, but he never has forgotten where he came from. Traits: (PV) Famous, laborer, political, wealthy Quinn Archer Humble Priest “I can tell you about Him so that you can save your souls. There are others I call upon for martial assistance.” Appearance: Quinn is an older man who wears his vestments over traveling clothes. He often has a scruffy face, as he worries more about others than himself. He projects a grandfatherly image and looks vulnerable, although his slender limbs are surprisingly well-muscled. Roleplaying: He is soft-spoken and more interested in learning about others than speaking about himself. If asked about the Divine, Quinn becomes much louder and more animated. He acts very disappointed if he needs to resort to violence to resolve a problem. Personality: Quinn is a servant of the Divine and has a very humble personality. He advocates peace, but understands that there are those that only respond to violence. Motivation: He wants to save souls and protect the less fortunate from exploitation. Background: Quinn is a man of the cloth (of whatever faith suits your campaign). He is a humble, peaceful man who abhors violence, although he can protect himself in a fight. He ministers to the downtrodden and isn’t afraid to meet their tormentors head-on. If they won’t listen to reason, then Quinn has no problem calling on or asking for favors from adventurers to use more direct methods of persuasion. He’ll use his medical training to aid friend and foe after a battle. Traits: (WC) Counselor, medic, religious Sawyer York Planetary Stranger “I may never return to my home, but I will fight to my last to see some semblance of freedom for the people of this alien world.” Appearance: Sawyer stands like a hero of old, with a stoic countenance and a jagged, improvised shortsword gripped in his left hand. Stripped to the waist and barefoot, he has bronzed skin and the lean, sinewy musculature of an athlete. Roleplaying: In contemplative moments, he will shade his eyes with his hand and look longingly to the heavens, remembering his home world. Personality: He is firm, fair, and of good heart. He welcomes allies in the fight against the world’s oppressors. Like his astronaut peers, Sawyer is exceptionally disciplined, intelligent, and practical in his approach to problem solving. Motivation: His real hope of returning home lies in acquiring the technology of this world’s ancient human masters. In the meantime, he will join anyone willing to defy them. Background: The maiden flight of his rocket ship was caught in some sort of space rift, catapulting it to a planet that could sustain life. A handful of his crew survived the crash, only to find a human population subjugated by a ruling alien elite. All of the crew save Sawyer died in a gambit to steal alien technology that would take them home. Now, he waits for the next expedition to fall through the rift so he can help them avoid the mistakes he made. Traits: (TT) Military, warrior 635 636 637 638

Sci-Fi - Allies 212 Titania • Tobur • Tovrin • Ulit • Vacca • Val • Valeria Captain Marcus Gunderson Orderly Soldier “THE REGS ARE THERE TO KEEP YOU ALIVE!” Appearance: Everything about Captain Gunderson conveys his devotion to order. His hair is neat and short, his uniform always pressed and perfect, and his mustache stops at the regulation length. Roleplaying: Captain Gunderson does not tolerate anything less than a clean ship, even when he isn’t in charge of it. Being assigned as an envoy to private operating ships that are outside the military’s jurisdiction hasn’t changed this at all. He will critique anything that he feels operates inadequately. Personality: Stern and disapproving of any kind of chaos, Captain Gunderson is a stickler for order and neatness. His psych evaluations have shown no mental disorders; he just likes things this way. Motivation: Like almost all sons in a long line of officers, Captain Gunderson wants to uphold his family tradition, and that means making everyone work within expected parameters. Background: As a young cadet, Gunderson was prompt, neat, and always obeyed orders. He quickly rose in the ranks and became part of the old boys’ club of officers. Unfortunately, he proved too good at enforcing the rules and was drafted into a special division of officers who ride along with valuable cargo runs and missions fulfilled by private contractors. Gunderson detests the ragtag ships and crews he is forced to work with. He constantly struggles with captains and crew who refuse suggested changes. He perpetually sneers at the sloppiness with which they operate. Traits: (JA) Aggressive, military, warrior Miko Shade Cybernetically Enhanced Warrior “My body is the perfect weapon. Would you like to experience perfection?” Appearance: Only Miko’s face—thin and pretty, with almond eyes—looks normal. From the neck down, armor plating, dermal webbing, cyberlimbs, and other enhancements make her look more machine than human. Roleplaying: Miko prefers to let her appearance and attitude speak for her, and says little. During a fight, she takes people apart in eerie silence, not even grunting with exertion. Personality: She believes that flesh is weak, chrome is strong, and the person with the most chrome wins; most of the time, that’s Miko. Before her cybernetic enhancements, Miko was a passable fighter who never would have amounted to much, and she knows it. The artificial elements of her body serve to keep her strong, on edge, and ruthlessly efficient. Motivation: Miko wants to show others why their flesh is inferior to her augmented body, and she lives for the rush of combat. Background: Bankrolled by a sinister corporation that keeps her on retainer, Miko is an urban warrior augmented with a fortune in state-of-the-art cybernetics. She has the training, technology, and weaponry to accomplish a wide variety of missions, and the drive to do so under the most adverse circ*mstances. Quiet and composed, Miko is a living, breathing weapon; unsheathed, she’s a terrible wonder to behold. Traits: (MR) Adventurer, aggressive, criminal, stealthy, warrior Dr. Ingrid Bernheim Humanitarian Intellectual “Our problems can be solved. We need merely to focus on helping each other to solve these problems instead of blaming each other for them.” Appearance: She is gorgeous, with dark hair and olive skin. She dresses her tall and athletic frame in casual clothes and comfortable sneakers. Close inspection of her eyes reveals them to be bionic implants. Roleplaying: She listens intensely and, when they would be applicable, asks for examples of what people are telling her. Personality: She is confident, and inquisitive. She has a genuine interest in meeting other people and learning about their lives. Motivation: Dr. Bernheim has dedicated her life to teaching others the scientific method, so that they can discover the truth of the universe on their own and contribute to the collective knowledge of humanity. Background: Ingrid was born blind, and spent her childhood without the sense of sight. The first bionic eyes were developed during her teens, and she was selected as one of the earliest recipients. With time, she adjusted to having sight, and she realized that it was others’ dedication to science that resulted in the creation of her eyes. She pursued science with a passion, but she also loved reporting scientific findings to others. A media conglomerate recognized her natural charisma and hired her to be the host of their new educational series. The program was a huge success, and Dr. Bernheim became a household name. Traits: (PB) Beautiful, entertainment, famous, scientist Chrome Troose Famous Entertainer “What do you mean, you can’t? Why don’t you do some of that sneaking and shooting stuff you’re so famous for? I’ve done it on vid; it’s not that hard.” Appearance: Surrounded by a diverse entourage, Chrome is a short but handsome man who waves energetically at his adoring fans. Roleplaying: He’s alternately charming and shockingly arrogant. Personality: This charming maverick is a bit clueless about the real world. Motivation: He lives to bask in the attention of others. Background: The boy who would become a famous media star was born into an abusive family, and took refuge in school dramatic productions. Leaving home, he leveraged a few roles into a truly stellar career. His popularity has had more than a few ups and downs. Recently, his association with a controversial religious organization, along with a few episodes of bizarre public behavior—and rumors of far worse—have resulted in a decline in his popularity and revenue. To this end, he has hired groups of investigators to identify and find proof of those defaming his character so his army of attorneys can sue them. In a risky business move, he has also secretly hired less reputable groups for direct action against his detractors, and aggressively pushes them for tangible results. Traits: (KS) Aggressive, artist, beautiful, eccentric, entertainment, famous, focal, wealthy 639 640 641 642

Sci-Fi - Allies Ur • Valain • Valentine • Valeran • Van Biesbrock • Vaud • Vaya 213 Keira Faith Ranger Squad Commander “Why are you ignoring the obvious? The evidence is right in front of you.” Appearance: Keira is small, with a delicate structure and features. She wears a neat, pressed uniform and has meticulously straightened and trimmed hair. Her movements are efficient and straightforward. Roleplaying: In conversation, Keira is alert for dishonesty and half-truths. She’s a master at laying verbal traps to catch others in their own lies. She demands competence from herself, her allies, and those in her employ. Personality: Keira has a sharp mind and a keen eye for the smallest details. She’s capable of holding a problem or puzzle on the back burner for a long period until she reaches a solution, even during stressful situations or when the majority of her attention is elsewhere. Motivation: Helping her team bring in dangerous criminals drives Keira to put forth her best effort at all times. Background: Keira had a difficult time in ranger academy due to her small size and slight build, but excelled at deduction. Once she began fieldwork, she became known as a first rate investigator. After solving a string of high profile cases, Keira was given a position as a team commander. Though she isn’t enamored with the endless paperwork the position entails, she enjoys supporting her team and assisting in a variety of investigations. Traits: (MN) Genius, leader, police Commander Halley Madrid Frivolous Ex-Officer “Seriously? That’s what you’re going with? You know, these breasts aren’t just going to fondle themselves.” Appearance: Her short-cropped black hair is pinned under an officer’s cap. She wears a modified dark, olive-green officer’s jacket that is unbuttoned. A blaster is slung low to one side and her gloved hands fidget with a swagger stick. Blue eyes gleam with a hint of mischief. Roleplaying: Halley is a smooth talker and is used to dealing with people and sorting through lies. She’s a flirt with an impenetrable poker face. Halley laughs off insults and will exchange friendly barbs and cuffs with those she likes. Personality: Years within the intelligence service have made her adept at maneuvering through the political landscape with ease. She sees danger from multiple angles and weighs risk versus reward accordingly. She’ll cut her losses for the greater good without hesitation. Halley has little reason to trust others. Motivation: Halley is loyal to a cause but rarely to people. A strong leader excites her in many ways. Complete the mission above all else. Background: Her career cut short by a crime she didn’t commit, Halley’s intelligence background keeps her well informed. She’s done extensive undercover work and as a rule is looking for the worst in every situation; that’s her job. The military has hardened her personality more than she knows, but she’ll take what she wants from those too blind to see her charms. Traits: (DM) Charming, focal, military Arlington Cornelius McMasters Victorian Time Traveler “Good show. Jolly good. You, my dear sir, would be a credit to her exalted majesty’s service— if we were still in England, that is.” Appearance: He is a beefy fellow with a characteristic stiff upper lip. He has thick white hair with ample sideburns, a handlebar mustache, and wears a distinctive monocle. A well-tailored suit, vest, trousers, and shoes of his era complete his look. Roleplaying: He has a habit of continually checking his fob watch. When about to investigate something tantalizing, he rubs his hands together in anticipation. Personality: He is dedicated to the safety and good humor of his time traveling companions, encouraging them with wisdom and cheery thoughts. He has a weakness for a sumptuous meal served with fine wines and rich desserts. Motivation: He is trying to seal the rifts in time that are being exploited by unscrupulous individuals intent on altering realities. Background: A bon vivant and Royal Navy officer, he was bequeathed a time machine by a well-known author of his day. Initially, he considered each trip something of a lark. Later, he assumed the responsibility he still holds: assembling a team of like-minded time travelers willing to stop those who would reweave the fabric of events to their own ends. It’s a cause he’s willing to stake his life on—and has, on several occasions. Traits: (TT) Adventurer, humorous, leader, military Artist: Avery Liell-Kok Arlington Cornelius McMasters 643 644 645

Sci-Fi - Allies 214 Vanessa • Vantessa • Vernon • Violet • Virginia • Wai • Weslen Dr. Ellsworth Iandan Connected Scientist “I have friends, popular friends that can present you in any light I wish. Reconsider your approach.” Appearance: Ellsworth’s skin has a sparkle, he stands tall and straight, and his dark tousled hair inspires envy in many. In holo, Dr. Iandan just appears more real—more solid and threedimensional—than most of his peers. Roleplaying: Dr. Iandan is beautiful, but cool and reserved, always posing—never slumping in relaxation or relief. His smile is precise and technical, unless he’s laughing at someone. Personality: Ellsworth has a long memory, remembering those he helped (and exactly how), and the exact measure he owes others. Motivation: After years of being ignored, Iandan’s formula delivered dreams to friends and associates. In turn, they are helping him establish himself in the media landscape. Background: Doctor Iandan spent his twenties slaving for a cosmetics company, where he made a breakthrough. He blackmailed his boss, bought out his contract, and took his discovery to the alleys of the entertainment district. One by one, he took promising talents, provided his formula, and got them established in news and video—dependent on him for his clarity-providing silica orientation treatments. His treatments are spreading through the industry slowly—as much as he loves the money and favor, he knows it’s only a comparative advantage. If he sold it widely, big companies would clone it. Traits: (SM) Beautiful, entertainment, scientist Kline Alto Connected Drunkard “Baby, can you read minds? No? That’s good, ‘cause my thoughts are too dirty for that pretty ass of yours! <hic>“ Appearance: He smells of urine and vomit—possibly his own— and wears a dirty leather duster over his wide, squat frame. Both of his chins are covered in stubble, and he has bloodshot eyes and breath that could jumpstart a drive engine. His grin shows nasty, yellow teeth. Roleplaying: Kline is a drunkard and is constantly trashed, slurring his words. He’ll stumble on occasion or barf a little while talking. He’s a model of the uncouth and always says the wrong thing at the wrong time. Personality: Kline doesn’t care about others’ opinions of him; he jettisoned pride long ago. Motivation: He will do what it takes to get that next drink. He’s only looking out for himself, but underneath his anguished liver is a heart of gold. Background: Kline knows just about everyone, and his nearpermanent presence in the bars gives him access to unfettered information that he barters for drinks. He’s a decent fence and has solid contacts—the drunkard persona is a bit of a gag on his part. Mostly, no one pays him any mind, but he is sometimes hauled in for questioning by the local authorities. He has a nice nest egg stashed away for a rainy day. Kline knows a bit about everything and is the perfect point man to disseminate opportunities that he’s overheard. Traits: (DM) Criminal, focal, notorious Risa Unalo Wisecracking Medic “Wow! Did you see me run though that hail of flechettes to get over to you? Get it? See? Okay, let me get started regenerating your eyes, hold still.” Appearance: Risa is a middle-aged woman, lithe and above average in height. She wears her hair short but in a feminine cut. She prefers jumpsuits or outfits with many pockets. While they are outdated, she wears small wire rimmed glasses. Roleplaying: Risa makes bad jokes, puns being her favorite— she loves to laugh at them. She has a tender side, which shows when she is treating her patients. Personality: A bold woman, Risa is willing run into gunfire to save a wounded person. Her courage puts many combat veterans to shame. She channels her fear into her terrible sense of humor. Motivation: Risa loves the thrill of a good challenge and often takes underpaying jobs if the work is interesting or challenging. She is attracted to danger. Background: Risa had a normal childhood and was born planet-side. She attended medical school and received honors. She turned down a lucrative hospital posting for work on a deep space freighter. Over the years, she has changed ships, been a medic in several skirmishes, and once single-handedly rescued an orbital colony from a viral outbreak. Her patients often groan more over her jokes than her careful medical treatment. Traits: (PV) Adventurer, humorous, medic Jackson “Dr. Jackie” Lamb, MD Shady Surgeon “Sure, a million credits and a month in a shiny neurogen clinic’d fix that, but you don’t look the type to afford either. How about 10% of your cargo for quick cyber-splice and no more questions asked?” Appearance: A short, lean woman in a lab coat, Jackson smokes archaic cigarettes and wears a world-weary expression on her face. Roleplaying: She’s curt and sardonic and doesn’t seem to care anymore. Personality: Jackson is cynical and bitter, but secretly works to help the truly needy. Motivation: She needs money to stay in business, and to keep helping those who need it. She’ll help anyone who strikes back against the system. Background: Dr. Lamb’s promising career in cybernetics crashed hard into the unyielding reality of modern business. Concerned over the incidence of cyber-psychosis in a lab trial she was overseeing, she reported her findings and recommended scrapping the research. When the trials continued, she contacted a reporter with her data, but her employer silenced him and ruined her reputation. She escaped to the streets, where a talent with cybernetics can keep one employed and safe. While she seems to be a heartless mercenary, she also secretly treats the poor. She keeps this to herself, both because someone may use it against her and because it’s not good business to give away what you charge others a great deal of money for. Traits: (KS) Criminal, genius, medic, saintly 646 647 648 649

Sci-Fi - Allies Vestler • Vigo • Vinge • Vokash • Volcano • Voldstad 215 Cardinal Esi Spiritual Advisor “Do not tell me about the miracles recorded in the Bible and then expect me to deny the miracle of alien life which God has brought before us. The literal interpretation of the scriptures is the fool’s way of denying the glory of God’s love.” Appearance: He wears the traditional black simar, scarlet fascia, and scarlet zucchetto of a Catholic cardinal. On his right wrist he wears a bracelet from his native tribe in Nigeria. His dark skin accentuates his brilliant smile. Roleplaying: He folds his hands together in front of him when he speaks, and offers blessings to others out of a sincere desire to help them in their endeavors. Personality: Cardinal Esi is a man of great faith and devotion to his spiritual studies. He is kind and generous, but will take a stand against those who abuse others. Motivation: He wishes to help world leaders make the right choices as mankind begins its first intergalactic communications. Background: Raised to be a devout Catholic, he followed his calling to become a priest and has never regretted it. He spent many years traveling the African continent working hard to bring peace to some of the most violent territories in the world. When alien transmissions were discovered, he began to counsel people whose natural reactions were fear and worry. He is now sought by others to help in making our first contact with alien beings a peaceful one. Traits: (PB) Counselor, genius, religious Epcar Ronk Confident Mercenary “Look, you can do it my way or die by their gunfire. Your choice. I plan to live.” Appearance: Strong and muscled, there can be no denying that Ronk was built for combat. Ronk wears a gray combat vest and always has a gun strapped to his thigh. The only thing unimposing about Ronk is his friendly voice and slightly devious smirk. Roleplaying: He’s a friendly lug, but he isn’t stupid. He guides his strength and speed with combat-honed precision and careful, lighting-quick planning. Personality: Confident and strong, Ronk is always friendly and supportive of his teammates, and has a knack for spreading his confidence to them. Motivation: Ronk knows his talent for combat, and while he understands he is good at it, he doesn’t understand his innate intelligence. He just seeks to use the skills he has to keep him and his comrades alive. Background: You won’t find him reading philosophy books or poetry, but the practical knowledge in his head could become the next Art of War. This is all hidden deep behind Ronk’s good-natured, salt-of-the-earth personality, his wall of muscles, and his multiple holsters bristling with guns. Ronk doesn’t show an ounce of the bloodlust that other mercenaries do. In fact, his strategies focus on tactical victory and attempt to avoid high body counts. He often looks out for weaker comrades and has developed a close protective friendship with a pilot Tanseer Patrella. Traits: (JA) Genius, military, warrior Chelle “k{AO}s” Greer co*cky Hacker “This thing’s better protected than I thought it would be, but who cares. I can hack anythi—” Appearance: Chelle has bright pink hair, wears blood-red contacts, and has swirling lines tattooed on her face. She dresses just as outlandishly. Roleplaying: Chelle loves to show off, especially when she’s hacking, and turns every job into an opportunity to pull flashy stunts. She’s co*cky without being annoying about it. Personality: “k{AO}s” lives on the edge, spending as much time jacked in and hacking as possible; she’s not fond of the time she’s forced to spend in the real world. Danger is her favorite thing. Nothing makes her happier than discovering she’s in over her head—which is fortunate, because despite her considerable skills, she doesn’t know when to stop. There’s a charm to her that’s hard to pin down but just as hard to deny. Motivation: Chelle loves the feeling of breaking into a secure system, stealing what she came for, and getting out clean. She’s driven to pursue ever more challenging jobs. Background: A hacker for hire, Chelle is talented, strangely charming, and has an outsized view of her own skills. On several occasions, she’s pushed herself too far and succeeded, bringing in huge sums of money in the process; other times, she’s barely escaped with her life as lethal intrusion countermeasures forced her to jack out before being killed. Traits: (MR) Aggressive, charming, crafter, criminal, scientist Princess Tamena Exotic Royalty “I’ve never seen a ship this big. My planet’s biggest is half the size of your cargo ship, Captain.” Appearance: Tall and fair, Princess Tamena is everything a princess is supposed to be. She is demure and coy, with a touch of innocence out of place in the rough galaxy in which she travels. Roleplaying: Princess Tamena’s pampered and pastoral lifestyle has left her unprepared for the rigors of traveling in space. Luckily, her shyness and pleasant personality draw people willing to help her out. Personality: The princess has an undeniable genuineness about her, and her soft voice engenders a protective response in others. She only wishes to do right by those who help her, and she grieves at any who come to harm because of her naivety. Motivation: Princess Tamena is one of hundreds of provincial princesses traveling at the request of the empress to see if they are worthy of succession to the throne. Background: Princess Tamena has little care for the affairs of the galaxy. She enjoys the quiet life she and her family have on their small pastoral planet. Taught to rule her subjects with utmost kindness and humility, Princess Tamena would bring millennia of peace as the next empress, if she survives the journey. Many wish to influence the succession process, even resorting to murder. Weak physically, her position and demeanor are enough to cut most red tape or deny inspectors entrance to a ship. Traits: (JA) Beautiful, child, royalty 650 651 652 653

Sci-Fi - Allies 216 Wirtanen • Wynn • Xamical • Xia • Yaggo • Yaza • Yi Val D’Ariese Combat Medic “You’ve got all of two seconds to drop that pack or I’ll shoot you between the T2 and 3 vertebrae faster than you can say ‘ intervertebral foramina!’” Appearance: A dark-skinned woman, she wears a worn combat suit, stitched and repaired in several areas. A medical armband on one shoulder is faded, as is the paint on her breastplate. A medical field kit is slung over one shoulder, and across the other is a large-caliber combat rifle. “Mercy incoming!” is painted on the barrel. Roleplaying: Val talks sharp and loud, using all manner of slang. She’s abrupt and will get into a person’s face with her nononsense attitude. Personality: She doesn’t back down but does listen to reason. Val is apt to compromise when it’ll help her save lives. She realizes to save a life sometimes costs a life. Fear of death isn’t in her emotional vocabulary. Her intense drive often puts her at odds with cautious thinkers. Motivation: She’s dedicated to her companions and her role as a protector of lives. She’s dead serious about her responsibility. Background: As part of the 22nd combat expeditionary force, Val has seen a lot of front-line combat, including some of the bloodiest. She’s a marine through and through and now offers her talents to those in need. She has to count on her squad and doesn’t tolerate dissent or disobedience. Val will die for her companions and demands the same loyalty in return. Semper Fidelis! Traits: (DM) Aggressive, medic Light-of-Dawn Farseer Indigenous Visionary “Praise the Highest, and all his prophets! These are the angels from beyond the sky, sent to save us!” Appearance: An ancient woman who smiles a near-toothless greeting at those she meets, she wears a necklace made of animal claws. Diodes are braided into her silver hair, and she holds a shaman’s staff made from a carbon fiber spar, decorated with feathers, wire, and memory crystals. Roleplaying: Her speech is littered with references to a vast history of obscure prophecies, which apparently are coming true. Personality: An eternal optimist, she is honored to be present at the fulfillment of many of her culture’s prophecies. Motivation: She has dedicated her life to leading her people to the destiny awaiting them. Background: Born into the interplanetary equivalent of a “cargo cult” tribe, the youngest of the Farseer clan gained an early reputation for prescience. She was chosen by the previous shaman, and learned the rituals and prophecies under him, taking on the mantle when he passed away. She has served her tribe for decades, guiding them through many hardships with the promise of better days ahead. And now, just as her people are in their darkest hour, she leads them with hope and optimism that the prophetic angels from beyond the sky will sweep in to save them. It’s hard to say how much of this is real prophecy, and how much of it is rhetoric or social manipulation. Traits: (KS) Ancient, impoverished, leader, outdoorsman, primal Kraig Sawamura Talented Company Man “Do not beg. Do not try to offer me money. You have not offended me, you have offended the corporation, and the corporation has sent me to address the situation.” Appearance: Dark-skinned with a square jaw and a stylish short haircut, Kraig’s eyes are custom-made and expensive. His average-height body is heavy with tremendous musculature. His manicure is a perfected contrast to his scarred knuckles. His suits are bespoke. Roleplaying: Kraig holds himself chest-out and shoulders squared. He speaks slowly, with a calm tone, no matter the situation. When he does react, it is fast and direct. Personality: Kraig is a rare blend of exceptional skill, intellect, and blind commitment to the corporation. He regards his work with great pride. He will never cut corners, regarding it as shabby work. Motivation: Kraig serves the corporation with a white-hot intensity. The corporation is his life. Background: Kraig was born into the corporation, to highlevel executive parents who could afford extensive genetic modifications. By age 20, he had his choice of offers within the company; he chose security. He showed great skill at wetwork; he proved to be a true weapon for the corporation. His years in security have given him numerous contacts and friends in all parts of the galaxy. He would never work against the corporation, and he is happy to help any efforts against its rivals. Traits: (PV) Business, warrior, zealot Felicia Cosmoline Closeted Psychic “Where we go, they go. Each of us has our own custom version of the bacteria, identifying heredity and planetary origin via mutations.” Appearance: Felicia is thin and medium height with frizzy hair. She has raccoon eyes from missed sleep and graduate studies. Roleplaying: She wears gloves or claims smeared hands to avoid contact—standing polite and welcoming, but reserved. She takes a drink of water before each new reply, but her voice is always soft. Personality: There’s always another level of reservation to Felicia; she’s cautious and hesitant. Motivation: She fears taking others’ thoughts in, knowing that they’ll loom large at night, when her conscious mind’s defenses are down. Background: Felicia suffered terrible nightmares in her earliest youth. In time, the nightmares dwindled, as Felicia taught herself rules to avoid setting off her psychic sensitivities. By the time she was in graduate studies, she’d ingrained the patterns so deeply that she rarely touched another’s mind. That is, until her friend was kidnapped and Felicia decided she’d do anything to get her back. The nightmares came back, but she was able to provide the detectives with good enough “hunches” that they seriously debated her involvement. They still come to her for help on complicated cases, amazed at the analysis that she can coax from her instruments. Traits: (SM) Abhorrent, police, scientist 654 655 656 657

Sci-Fi - Allies Voltaire • von Bolide • Voold • Ward • Washington • Winter • Wright 217 Kirtai Destanis Ruthless Protector “I don’t care. I fight for survival.” Appearance: Tall and wiry, Kirtai’s long black hair is tied back in a ponytail. His sun burnt face shows his weariness, and a scar runs down his cheek. He dresses in clothing fit for a hot desert planet. Roleplaying: Kirtai is fierce and cold, doing whatever is necessary to achieve his goals. He will work with others and support them if needed, but his planet’s survival is his main goal. Personality: He rarely smiles; his mind is too full of the horrors of war and the fierce blood-filled strategies that allow him to defend his planet. Motivation: Kirtai is trying to track down the remnants of the aliens who invaded his home world. Background: Having lived through an alien invasion and occupation, Kirtai understands the horrors that come with invading forces. One of the first to strike back, he captured an alien ship and fought to free his planet, but he gave up much of his humanity to do so. Many hard decisions had to be made, and many other ships needed to be sacrificed to hold the line. In the end, it was Kirtai’s uncompromising and bloody tactics that helped save the planet. He has gotten information that the aliens are still out there are and are planning a new offensive. Though Kirtai’s goals are noble, he cares little for the horrors he causes others. All that matters is that his planet avoids becoming a bloody wasteland again. Traits: (JA) Military, warrior, zealot Lexa Anjaliani Alien Intermediary “The time of the melding is imminent. We must prepare—or perish.” Appearance: Her features are human, except for her skin, which has an ochre hue from the process she underwent to make it resistant to the radiation of an alien sun. The only hair on her skin is very fine, almost invisible, so she appears to be bald and without eyelashes. She wears a form-fitting bodysuit of alien manufacture. Roleplaying: All her interactions seem a bit off. Lexa’s mannerisms suggest someone who is playing at being human, akin to the forced movements an amateur actor might exhibit on the stage. Her speech patterns are stilted. Personality: She has an alien mindset. She does not think of herself as human, though genetically, she is. Lexa is fully capable of exhibiting the same range of emotions as any person, but has been trained to be aloof and distant. But if it serves her mission, she will attempt to experience the fullness of the human condition. She tries to be helpful. Motivation: Lexa serves as an ambassador from an alien species that will “inevitably” integrate biologically and socially with humanity. Background: She is a human hybrid generations removed from her original human ancestors, who first encountered the aliens in deep space. She, like others of her kind, have been sent to humanity’s interstellar outposts to pave the way for the “melding.” Traits: (TT) Counselor, eccentric Artist: Avery Liell-Kok Lexa Anjaliani 658 659

Sci-Fi - Allies 218 Zachary • Zaleer • Zandra • Zen • Zhi • Zoe Brother Artemas Battle Monk “Fear not, friends. The Creator stands with us today, for today we shall find Enlightenment upon the field of battle!” Appearance: Over six feet tall and with broad shoulders, he wears only plain robes that mark his station as a brother of the order. Upon his shaven head are tattoos of the order that explain the broadsword at his side. His gray eyes squint menacingly. Roleplaying: The brother—like many of his order—is trained to fight when called upon. He is reserved and speaks humbly of his role, but returns force in kind. Personality: A gentle giant most of the time, Artemas was raised for combat, seen by his people as a necessary path to justice. He is deeply spiritual, attending to the Creator’s needs, but even the Creator understands the necessity to protect the weak and innocent through force. Motivation: To serve the Creator, to protect the faithful, and to do honor upon your charge constitute the goals of the brotherhood and, therefore, Artemas. Background: The order is known worlds over as the fighting clergy of the Creator, and is not to be trifled with. The brothers have fought in many major conflicts and field their own fleet. Artemas was raised by the monks as their own and entered into a life of service to the Creator, to whom he is dedicated. The politics of the order sometimes weigh heavily on his mind, and he is often the lone voice of dissent. He takes his assignments— sometimes as a bodyguard—seriously, however. Traits: (DM) Religious, saintly, warrior Doctor Volcano Rebellious Inventor “Taste the volcano, government pig!” Appearance: Carrying his trademark “volcano gun,” Doctor Volcano wears a long black coat and a black beret. He has fiery red hair and a red goatee, and wears red-tinted goggles. Roleplaying: Doctor Volcano never does anything small, from shouting and gesticulating wildly when merely talking would do, to parachuting out of a zeppelin when he could just have walked. Personality: Not fond of authority (or normalcy), Doctor Volcano loves to take on governments, large organizations, and anyone else with more power and resources than him. He thrives on his underdog status, and likes nothing better than an unfair fight. He’s curious by nature, and is always working on at least six inventions at once. Motivation: He wants to stick it to the Man hard, often, and in exciting ways. His agenda is more about being a rebel than actually bringing about social change. Background: Doctor Volcano is a genius turned crackpot inventor turned rebel without a cause. He finds science boring unless it’s done in the service of creating something flashy and explosive (like his “volcano gun,” an oversized brass pistol that, somehow, shoots magma), and as long as he feels like he’s fighting “oppression”—and having fun doing it—he’s happy to go along with even the stupidest plans. He’s a genuinely brilliant inventor, and if properly channeled he can be a useful ally. Traits: (MR) Adventurer, crafter, eccentric, genius, humorous, scientist Tanseer Patrella Self-Doubting Pilot “Uh, yeah, sure. Setting in a course now.” Appearance: Slightly portly, Tanseer is average-looking in most ways. His chubbiness serves only to further his personal issues with meekness. Roleplaying: Without an order, Tanseer stays quiet and out of the way. He doesn’t like to stir up the waters and has little confidence in his skills, despite the fact that they have saved the ship from crash or capture time and again. When Tanseer is told to do something, he focuses fully on doing that perfectly. Personality: Tanseer is constantly depressed and selfdeprecating. He doesn’t display much motivation or gusto. He won’t show his depression overtly, but he doesn’t cover it well either. He tries to seem happy and fit in, but rarely succeeds. Motivation: He is motivated by his desire to not screw things up, a paranoia birthed in his childhood. Background: Tanseer grew up as one of 20 children in a poor farming family. Not physically built for the labor of the farm, Tanseer was berated by his father and left alone by his mother. He tried to do what he could, driving the tractors and running machinery, but his paranoia and nervousness caused him to mess things up time and again. Everyone was surprised when he scored high enough on a skills test for a pilots’ school scholarship. He excelled in practical and academic tests and was quickly picked up by a cargo freighter, but has never shaken his self-doubt. Traits: (JA) Focal, impoverished, pilot Sister Ava Cassidy Badass Recruiter “Move it! Move it! Move it! How do you expect to get to heaven if you can’t even get off your ass?” Appearance: Sister Cassidy wears bulky, scarred, and dented power armor emblazoned with religious symbols. Her head is shaved and embedded with an array of implants. Roleplaying: Loud and high-energy, Sister Cassidy is a fanatic about her religious order. She takes every opportunity available to proselytize. Personality: Ava is a first-class hard ass. She’s tough as nails and doesn’t brook any insult, affront, or questioning of her abilities. Motivation: Sister Cassidy lives for converting others to her faith and recruiting them for her unit. Background: A member of a strict, martial religious order, Sister Cassidy travels far and wide kicking ass, taking names, and enticing others to join her crusade. Her intense devotion gives her access to crude but effective mental powers, and her martial abilities and equipment are formidable. Her position technically includes giving guidance to those in need as well, though her advice generally boils down to “Quit whining, get off your ass, and do something about it.” Ava’s order is currently undergoing a struggle to change doctrine, which she zealously opposes. To keep her out of the way during the transition, she has been stationed at the order’s most remote and isolated missionary posts. Traits: (MN) Adventurer, aggressive, counselor, magical, military, religious, warrior, zealot 660 661 662 663

Sci-Fi - Allies Wyld • York • Zane • Zedekiah • Zedema • Zus • Zuse 219 Jimena Okendo Naïve Physicist “The scientists in my working group all believe in the same thing. We’re doing this for the betterment of us all. I can’t image any of them seeking personal gain.” Appearance: Jimena has long black hair, fair skin, and dresses smartly in fine clothes. At work, she can be found with a lab coat over her outfit. Roleplaying: She always greets her friends and associates at the lab, as well as members of her family, with a kiss on the cheek. Personality: She is outgoing and friendly, which is in line with her idealistic nature. Jimena thinks the best of people, trusting them implicitly, and is often shocked when it’s revealed others don’t act as altruistically as she does. If there is a good cause, she’s always willing to help. Motivation: She wants to be a part of a grand discovery that will make a difference in the lives of millions. Background: She is a physicist born into a family of scientists. Her grandfather was a pioneer in his field and her mother and father were both chemists of note. Once she proved her own aptitude in the field, she went to work at a leading physics lab, where she is now a leading researcher. On the side, she is part of a “free energy” working group, which hopes to make independent contributions in nuclear fusion. Traits: (TT) Academic, scientist Captain Amanda Siren Daredevil Thrill Seeker “Lost both engines, emergency systems are shot, and the life support batteries are draining fast from the damage. You ever seen someone do a controlled crash drop through an atmosphere? Well, you’re about to. I love this job!” Appearance: Her statuesque body and honey-colored hair give her the presence of a fashion model, despite the eye patch. Roleplaying: She leans back in her chair and props her feet up on the console of her star cruiser. She likes to wink at both men and women with her good eye, just to keep them guessing. Personality: She is confident and sultry. She is sexy and she uses that to her advantage. Yet she is also smart and tough and knows how to handle herself. Motivation: She has lived a life of luxury and she found it utterly boring. Now she is pursuing her true passion, which is to explore uncharted space on very edge of the known frontier. Background: Amanda came from a wealthy family. She was expected to marry well and nothing more. That all changed when she was on a starship that was struck by an asteroid and crashed on a hostile planet. She lost her eye in the crash, but she found her backbone and led the survivors until a rescue party arrived. She cashed in her trust fund, bought her own star cruiser, and has never looked back. Traits: (PB) Adventurer, beautiful, leader, pilot Ram Netinhau Xenoarchaeological Explorer “You might think the people of Morris VII were starkly different, given their aquatic heritage, but they too yearned to visit the stars.” Appearance: Ram is a confident man with a prominent chin, olive features, and a brief black mustache paired with a chin patch. He is 54, and tends to wear kilts or elegant robes when entertaining. Roleplaying: Doctor Netinhau is engaging, sweeping his arms expansively, or standing beside you and turning so that he can point out at the horizon before both of you. His voice is cultured, low, and filled with academic observations. Personality: There’s always a plan, a way to beat the odds, rolling around in Ram’s head. If he offers a challenge, it’s one weighted his way. Motivation: Ram wants to outsmart the universe—or at least his competitors. Research and xenoarchaeology are fascinating, but don’t pay well. Background: Ram is a treasure seeker, particularly interested in old monuments and ruins. His superior scholarship helped him find a lost planet, whose extensive ruins have since been secretly mined by a corporation he founded. He parlayed his discovery into a small university dedicated to analyzing the ruins and the culture that left them. Traits: (SM) Academic, business, scholar, wealthy Dr. Zandra Evora Quirky Professor “It’s not that I have the ability to see the future, it is that my brain is calculating a nearly infinite number of decision trees at the same time.” Appearance: Zandra is very skinny despite a healthy appetite. Her limbs are long and loose, and her short hair is tousled. Roleplaying: She politely interrupts people while they are talking, as soon as she has had a thought. She has no volume control, and lacks any awareness about how people perceive her. Personality: Zandra is a shrewd and cautious person. The nature of her gift requires her to think through decisions as she calculates an infinite number of choices. This makes her very uncomfortable when rushed. Motivation: Dr. Evora loves her work. She has a passion for mathematics and logic that borders on obsession. She often forgets to eat and sleep while working on a complex problem. Background: Zandra was an intelligent child. In middle school, she was selected for an experimental hyper-education course where knowledge was encoded into her brain through quantum manipulation. The experiment was a success, and gave her a brain wired for complex mathematics. This manipulation came with a price, and Zandra lost the ability to perceive any social cues. Despite her lack of social skills, Dr. Evora has obtained a prestigious university position. She leaves the university to address any problem whose challenges require her gift. Traits: (PV) Academic, eccentric, genius, scholar 664 665 666 667

221 “Modern” isn’t a genre, but it does neatly sum up “Most RPGs that aren’t either fantasy or sci-fi,” and that’s what it represents in Masks. These NPCs are assumed to exist in any time period from around a hundred years ago through the near future—though, like all Masks NPCs, you can easily keep the core of any modern NPC and re-skin them for use in another genre, as well. Campaigns set in the modern era run the gamut from horror to espionage to military action, sometimes incorporating the supernatural and sometimes grounded entirely in the real world. The NPCs in this chapter run the same gamut, from an occult pusher who leads others down dark paths to a spy with a “ditzy blonde” act to a mercenary with a compassionate streak. The 333 characters in this chapter (83 allies, 83 villains, and 167 neutrals) stand ready to confound, destroy, aid, work for, struggle against, and otherwise interact with the PCs in your campaign. They’re flawed, vulnerable, strong, competent, and everything in between—just like real people. Artist: Andrew McIntosh

Modern - Villains 222 The Black Dragon (Renato Gomes) Cunning Martial Artist “They say he cut out his own tongue so that he would not make noise. That’s dedication to the craft.” Appearance: The Black Dragon is a black-haired man in his late thirties. He walks with fluid motions. When on a mission, he wears a tight black bodysuit with utility belts and other accessories strapped to it. He always covers his face. Roleplaying: He doesn’t speak, although he’ll nod and shake his head to indicate “yes” and “no.” Most of the time he just leaves the questioner unanswered as he leaps away with acrobatic grace. Personality: He is a hardened mercenary with a businesslike approach to his lifestyle. Contrary to his legend he actually does hold grudges and won’t stop until he’s avenged a slight. Motivation: He is a mercenary who specializes in impossible jobs, and he loves a challenge. Background: Contrary to legend, the Black Dragon isn’t mute, a ninja, or even Japanese. His real name is Renato Gomes, a Brazilian capoeira master. He’s also a marksman and mercenary. Renato uses the fiction of the mute ninja to add to his mystique, throw off suspicion and command a high price. He enjoys challenging jobs and has been known to pass up a more lucrative job for a more challenging one. His appearance allows him to get close to his victim and learn his routine. He’ll then become the Black Dragon and assassinate him. Traits: (WC) Criminal, mysterious, stealthy, warrior Hae-Won Song Pessimistic Corporate Spy “I’m telling you, this part of the operation will go south. Something always goes wrong. So, are we prepared for when that happens?” Appearance: Lithe and athletic, she has a no-nonsense expression. She wears conservatively cut business suits with skirts, but when on an infiltration “exercise,” switches to a T-shirt, boots, and shorts with utility pouches. Roleplaying: When she’s thinking, she drums the fingers of her left hand on the table. Personality: She is grim and serious. Other members of her team are always trying practical jokes to get her to break her expression. So far, they’ve not been successful. Motivation: She is serious about serious work. Corporate espionage, when done right, leaves no room for frivolity or boasting. Background: She received a college degree in mathematics and was a former professional athlete with a reputation for her win-at-all costs approach. She was hired as a “corporate troubleshooter,” meaning she was to manage and orchestrate operations of corporate espionage. Because her group’s activities are international in scope, they engender a lot of risk. Her penchant for pinpointing the weak points of any operation have given her teams an edge in preparation. To date, no member of her team has been arrested during an infiltration of another company. Traits: (TT) Aggressive, business, criminal, stealthy “Absolut Mayhem” • Adiva • Adriana • Agatha • Agnes • Alan Some of the villains in this chapter cause harm directly, like the teenage psychopath who likes bloodlust and fuzzy kittens in equal measure, while others do their damage more indirectly (like the house flipper who forces people from their homes), but they all have one thing in common: Your players will love to hate them. Whether you use them in your modern campaign or drift them into another genre, that common thread—the hallmark of any really juicy villain—will remain. 668 669

Modern - Villains 223 Theresa Candice Celebrity Hatemonger “I’m not anti-anything. I’m pro good choices! Most people are misguided, and it takes those of us who know better to show them the proper way to live their lives. Just because you have rights, doesn’t mean that you are living right!” Appearance: A woman of middle age, she wears sensible but expensive designer clothing. She has perfectly styled red hair, and always wears a pin on her lapel that is the seal of her political organization. Roleplaying: Although she is polite and kind in the public eye, she often comes across as a bit condescending. In private, she is a tyrant who screams to get her way. Personality: Theresa is a prima donna who has had a good life handed to her on a silver platter. She is spoiled but doesn’t realize it. She believes that she knows better than anyone else in the world about how people should live their lives. Motivation: Pick a political or social cause; now go to the extreme of that cause in any direction. When you reach the point where other people don’t have any say on the matter, stop; this is Theresa’s second motivation in life. Her first motivation is herself. Background: Her parents were wealthy celebrities, and Theresa never wanted for anything. Her talents were never that great, but her name was enough to make her famous. She got into politics out of boredom, and has just enough money and fame to be dangerous. Traits: (PB) Famous, wealthy, zealot Hans Jaeger Corrupt Interpol Agent “Of course, Interpol will need the raw data. Because of the risk of a leak, I must have the originals, no copies. Now, bitte.” Appearance: Relaxed and smiling, Hans wears a tailored suit. Looking into his deep-set eyes, people find his odd requests entirely reasonable. Roleplaying: Hans implies, in his faint German accent, that much more is going on behind the scenes than he can let on, but that he can be trusted. Personality: He’s confident, intense, and tightly controlled, but he enjoys the finer things in life. Motivation: He wants himself and his family to enjoy the lifestyle he grew up with. Background: The son of a wealthy pharmaceutical industrialist, Hans was not worried about money, so he went into police work. His natural intelligence and uncannily persuasive nature took him to the top, and he now works for Interpol. A number of years later, a class-action lawsuit over a dangerous drug revealed that his father’s firm faked clinical studies, and the family fortune was gone. His father committed suicide instead of facing a criminal trial, but Hans stole a stash of untraceable gold that he had just uncovered on a major narco-terrorism bust, and managed to stay comfortably wealthy. He’s burned through most of the gold, and is putting together a small but complicated international heist that will ensure that he and his family will never worry about money again. Traits: (KS) Genius, leader, police, wealthy Demarius al-Fahd Courageous Nomad “On your bellies, worms, or I’ll leave your intestines to cook in the sun.” Appearance: Demarius dresses in traditional nomad garb, his face and hands well-tanned from long exposure to the sun. His eyes are dark and he is lithe but strong. Roleplaying: A warrior, Demarius has contempt for settled folks. He looks down on them from horseback, often delegating a child to translate as a sign of contempt. Personality: Demarius is a man from another era; he has rigid beliefs about the roles of men and women. He deals only with men, sipping coffee or discussing politics for hours; women are treated with aloofness, and quickly brushed aside for a cousin to handle. Motivation: While strange, his people have eaten better and been more successful since the film crew arrived. He uses their knowledge against them, planning more dramatic raids and sneaking past the security that they’re aware of. Background: Demarius grew up among nomads; even as a child his skills on a horse were incredible. He came to fame at 20 when his band set upon tourists and his bloodthirsty charge was caught on their cell phone cameras. He spared the tourist women, one of whom returned home to her job, convinced the network execs that nomad life would make for a great reality show, and arranged for a film crew to document their raids. Traits: (SM) Entertainment, impoverished, leader, warrior Genevieve Blackwell Occult Pusher “Those Wiccan rituals are not going to bring you the power you seek. If you are serious, I have a book for you, but it’s going to cost you.” Appearance: Genevieve is tall and slender, with Nordic looks and long brown hair that flows down her back. She prefers long dresses that show off her figure. Roleplaying: She walks slowly, picking up objects and looking them over casually. She talks as if she knows more than whomever she is speaking with. Personality: Despite her good looks, Genevieve is a scary woman. Anyone who spends time with her is uncomfortable with the subtle force of her personality. Motivation: Genevieve wishes to spread her occult beliefs by selling occult materials to those seeking mystical enlightenment. Background: Growing up in a small cult in the Northeast, Genevieve was raised to believe in black magic and dark gods. Under the cult’s tutelage, she had terrible things done to her, and she did the same to others, forming her intimidating personality. Eventually she left the cult and opened a “new age” bookstore. The bookstore is a front where she entices people into the occult with books on metaphysics, and then offers them books written by her cult on the dark gods. Then she guides her clients in a downward spiral as they perform more and more depraved acts for knowledge and power. Traits: (PV) Abhorrent, magical, merchant, occult, power hungry Abigail • Adzmann • Aereon • Aislinger • Alderel • Alexandrov • al-Fahd 670 671 672 673

Modern - Villains 224 Aldo • Alec • Aleksandr • Aleksei • Aleta • Alexandria • Algernon Winston M. Lee Accomplished Mercenary “I’ve killed a lot of people. Can’t say that I’m proud of it, but I ain’t ashamed of it either. If you cooperate I’ll make this as painless as possible. No need to be uncivilized.” Appearance: His frame is strong, but he is starting to sag a little in the shoulders and the chest. His head is as clean-shaven as his face. He wears simple fatigues and carries a pack full of top-ofthe-line military-grade equipment. Most people never see past the fully automatic shotgun, though. Roleplaying: He says little. Why bother? He’s probably going to kill the other guy anyhow. Personality: Winston can’t live in the day-to-day world where a person’s worth is determined purely by the size of their bank account. He needs to be in harsh jungles and scorching deserts where his ability to survive is constantly put to the test. The irony of the fact that he is paid top dollar to do this doesn’t escape him. Motivation: He will complete his mission, regardless of whether it is right or wrong. Background: Winston served his country proudly, but after a mission went badly, he was used as a scapegoat and tossed out of the military. When he returned to the civilian world, he couldn’t adjust. When a drug cartel offered him a job he took it; better to feel alive as a criminal than to slowly die as a civilian. Traits: (PB) Criminal, military, outdoorsman, stealthy, warrior Oliver Paxton Nervous Mad Scientist “Yes, I know what failure means and the previous accident was not my fault! It was that stupid assistant you saddled me with.” Appearance: Small and wiry, Oliver is balding with a crooked nose. He hunches a bit, as it makes him look less skinny and vulnerable. Roleplaying: Oliver rubs his hands, a nervous twitch that mimics washing them. His head and eyes dart about, and he flinches easily. Personality: Shaking like a nervous Chihuahua, Oliver continues his tireless work, seeking the most effective ways to kill through germ warfare. Motivation: Oliver’s twisted mind makes him relish the danger of working with viruses and germs, but at the same time he fears what would happen if one of his targeted viruses acted “out of scope.” Background: Oliver has never been afraid to glide past moral and legal boundaries, and his research into genetic manipulation has always been controversial. When he performed human experimentation without authorization, he was fired from the research institute and turned down for every legitimate job he applied to. He turned to synthesizing drugs to make money and came to the attention of some powerful people who wanted his skills and lack of morality for their own projects. They provided him with a false identity, enabling Oliver to work in a normal lab again, provided he works on secret, targeted viruses. Too far in to quit now, Oliver fears his dark masters but perversely loves what he creates. Traits: (JA) Military, power hungry, scientist Granny Mae Wilkinson Octogenarian Crime Lord “I’m sorry dearie, but it’s just bad business to let you live.” Appearance: A stereotypical grandmother, Granny Mae has long gray hair neatly tucked into a bun. She wears small, wirerimmed glasses and her light blue eyes are surrounded by a network of wrinkles. Roleplaying: Mae speaks softly and never raises her voice, whether she is negotiating deals with businesspeople, accepting public works awards, or ordering the death of an underling. She always first tries persuasion and bribery to get what she wants, but is prepared to be infinitely ruthless. Personality: Intelligent and practical, Granny sees herself as a stand-up businesswoman whose generous gifts to charity and public works outweigh the occasional ugly necessity of her line of work. Motivation: Granny Mae loves the money, fame, and power that comes with her position and has no intention of giving it up. Background: Married to a high-ranking member of an organized crime syndicate when she was in her twenties, Mae was such a beauty her husband kept her on his arm through all of his business meetings and goings-on. By the time he died she was well versed in all aspects of the business, and used her ties and knowledge to quickly seize control from her husband’s former partners. Though she runs the syndicate strictly, with conduct violations punished quickly and harshly, clear rules and a family atmosphere keep her underlings fiercely loyal. Traits: (MN) Aggressive, business, criminal, focal, leader, notorious, power hungry, wealthy Lenique Veranzza Miserly Terrorist “The West is frivolous and decadent. Let them choke on their billions spent on board games, stuffed animals, fashion dolls, video games, and interlocking building blocks.” Appearance: She wears pricey and smartly put together business attire, making her the best-dressed and most authoritative figure in nearly any room. She never wears sunglasses—she gets too much mileage out of her intimidating glare. Roleplaying: She walks with a purposeful straight-line stride and makes turns with sharp military precision that always requires others to keep pace. Personality: She is strict, buttoned up, and fierce. She promotes, fires, and demotes employees on the spot to get the results she wants. Motivation: She considers herself a front-line soldier for the Cause. The business exists solely to bankroll the Cause. She denies herself, refusing to indulge in anything for personal pleasure. Background: She has always believed in the Cause. After receiving an education in the U.S. and Europe, she was planted in a struggling toy company ripe for takeover. She shortly rose to CEO, becoming notorious for offering workers low wages and poor benefits, but delivering high returns to investors. The toy company’s vast distribution network enabled her to use its shipping apparatus to cover sending material aid overseas to the terrorist Cause. Now she’s directing her own bonuses straight into the coffers of the Cause. Soon, she will be tapped to orchestrate an operation in the U.S. or Europe. Traits: (TT) Criminal, wealthy, white collar 674 675 676 677

Modern - Villains al-Sakkâkî • Amate • Anderson • Archer • Archerson • Archuleta • Armiger 225 Artist: Christopher Reach Elizabeth Emalia Montgomery Sebastian Sorrow Blasé Arms-Dealer “You want the AK-47s. Fantastic guerilla weapon, of course. Reliable, no doubt. What about a nice flamethrower or some smallpox? No? Figures.” Appearance: A man in his late thirties, Sebastian has a permanent tan and five o’clock shadow. His dark blond hair is stylish. He always wears sunglasses and dresses in hand-made suits. Roleplaying: Sebastian is always making deals. He is disappointed when a client wants something common, and elated when they want something exotic. He prefers pocket notebooks and pens to any digital implements. Personality: He is a man who has become disenchanted with his work. Sebastian makes deals without any passion behind them. Motivation: Sebastian would love to find the arms market he has dreamt of: the market of super villains. It would be what would break his jaded outlook. Background: First a soldier and later a mercenary, Sebastian fought all around the world. He decided to leverage his network of contacts to get out of the business of being shot at and into the supply side of war. He imagined arms dealing as an exciting career that involved selling bio-weapons and portable nukes, only to find that everyone wants basic assault rifles. He is very good at what he does and is on the speed dial of every warlord and dictator. He likes to make house calls showing off his more exotic weapons, but so far has sold only AK-47s. Traits: (PV) Merchant, military, notorious, wealthy Elizabeth Emalia Montgomery Easily Distracted Psychopath “I will rip the entrails from your stomach, use your teeth as a neckla... Bunny! It’s so fluffy!” Appearance: Elizabeth is a 19-year-old girl with blond hair. She wears lacy clothing and dresses, tied together with black belts and cloth. Roleplaying: Elizabeth has a taste for blood and gore, but a pathological desire to embrace all things cute and cuddly. She spouts the vilest of threats while scraping her two deboning knives against each other, but drops everything when she sees something stereotypically cute. Personality: Demented and disturbed or gleefully chasing the innocent dreams of a young girl, Elizabeth pursues her two personalities without restraint. There is no middle ground between her dementias. Motivation: Her twisted mind makes her desire the gush and flow of warm red blood, but this is at odds with a psychological twist that seeks to recapture the innocence of her youth. Background: Orphaned by a fire when she was young, Elizabeth grew up without the kind and loving comfort of a family. She took solace in the stuffed animals and princess picture books that filled the toy chests of the various orphanages she was shuffled between. Abandonment issues and a lack of hope led to her insanity. Embracing the bloodlust, she doesn’t hesitate to gleefully disembowel a victim for the slightest offense, but any cute or fuzzy thing triggers her other side, and she reverts to being an innocent girl for a moment. Traits: (JA) Beautiful, criminal, eccentric 678 679

Modern - Villains 226 Alicia • Alison • Allister • Alonzo • Alyssa • Amelia • American Heather “Mack” Mackintosh Rival Team Leader “These amateurs are like bulls in a china shop. Let them take the job and botch it, then we’ll pick up the pieces when the client’s really desperate.” Appearance: From her severely buzzed hair to her polished boots and confident gaze, she is the very image of professionalism. Roleplaying: Heather’s competitive nature shows in her conversation and body language. Personality: She’s deceptively sly and calculating, often looking far down the road. Motivation: She takes great pride in being the best at what she does. Background: Always highly competitive, Mack went to West Point and excelled, quickly moving up the ranks in communications. She repeatedly attempted to become the first female special forces soldier, and passed every test they threw at her, but still wasn’t accepted because the Army wasn’t ready for women in that role. She retired her commission and went into private work, putting together an excellent team of operators. They cover nearly every aspect of investigation and direct action, and have a sterling reputation and a high price tag. Many an adventuring team has run across them and come in a distant second. Traits: (KS) Aggressive, leader, military, warrior Gerund Archer Unscrupulous House-Flipper “The toughest thing about a foreclosure is the wait between the issuing of an eviction and the time it takes for them to move out. It seems like it takes forever. Ha!” Appearance: Hair slicked back, he wears an ill-fitting suit he bought off the clearance rack. His briefcase is bulging with the paperwork he needs. Roleplaying: Before shaking hands, he’ll wipe his hands— usually greasy from one thing or another—on the breast of his suit coat. Personality: He is heartless and cruel. He has no shame for the glee he feels when he watches homeowners being displaced due to his manipulations. Motivation: He gets his biggest kick out of finding ways to ruin or exploit the finances of people whose houses he covets for a quick flip. Background: He originally thought flipping houses would be a good way to get rich quick with a minimum of effort on his part. But some houses needed so much investment to repair and renovate them that he wasn’t getting the return he thought he deserved. Then, during the housing crisis, he hit upon the idea of forcing people from really nice homes and capitalizing on the foreclosures. That meant learning a new set of tools, exploiting people’s own finances, and employing all sorts of credit agents and bankers in his schemes. Now he gets nice homes at discounts and doesn’t have to fix them up before reselling at a profit. Traits: (TT) Business, stealthy, wealthy Reginald Banksford Cowardly Bomber “My bombs have killed 614 people, and I’m still a free man. No one has ever, or will ever, come close to catching me.” Appearance: A sniveling weasel of a man, Reginald has a prominent forehead, large eyes, and a crooked nose. Roleplaying: When he taunts the police, Reginald is bold, brassy, and supremely confident. In person, he’s a meek man who’s afraid of his own shadow. Personality: Reginald is a coward, though he doesn’t see himself as one. He’s terrified of his sins, a fear instilled in him by his parents at a young age, and he lashes out at others so as to avoid confronting the evil in his heart. Motivation: He wants to rid the world of wickedness by killing as many sinners as possible. Background: Reginald sees the evils of the world, its sinfulness and wretchedness, everywhere he looks. He roots out evil by sending powerful bombs through the mail, carefully timed to inflict maximum casualties either en route or at their destinations. He’s been doing this for three months now, and has killed over 600 people. For his next “purging,” he’s aiming to double that number with a single devastating blast. A nationwide manhunt for Reginald is in full swing, but he’s nothing if not careful. He’s taken extensive measures to remain a mystery, and thus far the authorities have precious few clues as to his identity. Traits: (MR) Abhorrent, crafter, criminal, focal, genius, notorious, zealot Janice Hauberk Cruel Thief “You don’t want to cross me. Walk away now, before we both regret your actions.” Appearance: Janice has sharp features; icy blue eyes flash above her aquiline nose. Off the job, she usually wears simple floral dresses; during a mission, she wears a security guard’s outfit, or something else deceptive. Roleplaying: She is in control—cross her and you pay a price. It might be a simple putdown in conversation, or an anonymous tip that brings your case back onto the police’s radar screen. Personality: Precise and methodical, Janice ensures that encounters are on her terms. She punishes those who pursue her: dangerous chemicals sicken those who examine her traces, used needles discourage pursuit, and dogs are driven mad by the painfully burning powders they sniff on her trail. Motivation: The government thought it could take away her job and pension without paying a price? A few million dollars is fair compensation. Background: Janice moves with dangerous precision; eluding security, acquiring valuable and dangerous goods, and ghosting away. She hires the experts she needs for a job, but doesn’t keep a steady team. She concentrates on seized property—stealing from police evidence rooms and hidden government storage facilities. If your campaign setting includes an Area 51, that’s probably next on her list. Traits: (SM) Adventurer, criminal, focal, stealthy 680 681 682 683

Modern - Villains Artund • Ashton • Athens • Bacchus • Banks • Banksford 227 Captain Jessie Haynes Sex Slave Transporter “You came here hoping for cheap booze, drugs, and thrills. Well you got drunk, you got high, and now’s where I come in. Get on the plane and shut up, princess. It’s not my fault you’re too weak to get out of trouble.” Appearance: A tall woman in her thirties, she wears a flight jacket and aviator sunglasses. Her brunette hair is cut short. She has a tattoo on the back of her neck: a pair of angelic wings on either side of a smiling devil’s face. Roleplaying: She chews tobacco and will spit the juice onto the feet of people she doesn’t respect. Personality: Jessie’s arrogant and rude. There is no empathy within her. People are sheep, and her job is to take some of them to slaughter. Motivation: She struggles to keep her lenders from calling in her debts. Her gambling gets her in over her head, and she keeps taking riskier jobs because of it. Background: Jessie learned to fly cargo planes in the military, but she was dishonorably discharged and brought up on criminal charges when it was discovered that she was smuggling contraband to and from the base where she was stationed. One of her associates agreed to help her escape if she agreed to fly “special cargo” with no questions asked. When she realized the cargo was women for the illegal sex trade, it didn’t bother her at all. Money is money, after all. Traits: (PB) Abhorrent, adventurer, criminal, impoverished, military, pilot Sammy Gervaise Small-Time Thug “What the hell do you mean by that? I oughta break my boot off in your ass!” Appearance: Sammy has a pinched, hatchet-shaped face and long greasy hair pulled back into a messy ponytail. He wears tight jeans, a dark turtleneck, and a dirty, scuffed-up leather jacket. Roleplaying: Full of needless bravado, Sammy admits no fault and is quick to confront others for any real or imagined slight. Personality: Sammy doesn’t think through the consequences of his actions and he’s not terribly smart. Between his limited intellect and his low opinion of his own self-worth, he’s a powder keg waiting to go off. Motivation: Driven by his impulses, Sammy’s primary motivators are money and his ego. Background: Despite what he’ll tell you, Sammy is of no real consequence in the criminal world. His capers are poorly thought-out, generally fail, and net little money to speak of. His signature crime is the smash and grab, and he’s not terribly good at it, getting caught fully half the time. Constantly in and out of prison, he does know quite a few other criminals, though most have no desire to work with him and Sammy himself is neither intelligent nor charismatic enough to recruit others, so Sammy remains a solo player. Traits: (MN) Aggressive, criminal, impoverished Michaela Croix Rakish Crime Lord “I don’t like to mix business with pleasure. That’s why my business is pleasure. Care for a drink?” Appearance: Cool, sultry, seductive, and absolutely stunning, Michaela looks and dresses like she just stepped out of a film noir. She wears a bob cut and bright lipstick. Michaela prefers to wear long dresses that hug her figure. Roleplaying: She is always in control of the conversation. She never lets her guard down and any conversation quickly evolves into a seduction. Michaela always seems to know the right things to say—and where her “victim” is vulnerable. Personality: In spite of appearances, Michaela is simply a drug lord. She cares little for those that work for her and even less for those hooked on her product. Any emotion she shows, except for self-gratification, is feigned, and any sympathy is faked. Motivation: She enjoys making money and indulging her lusts. Background: After Michaela became the mistress of a drug lord, she used her wiles to parlay a nightclub out of him. She learned all about the trade and her paramour’s contact network, and then anonymously had him arrested. She also arranged for his assassination on his way to the courthouse. She used what she’d learned to set up her own operation and has been quite successful. Most investigators believe her to be the femme fatale of a crime lord, rather than a crime lord herself. Traits: (WC) Beautiful, business, charming, criminal, entertainment Lorenzo Lemming Self-Righteous Hacker “If you’re not ashamed of your actions, you’ll never need to worry about my information.” Appearance: Lorenzo is relatively trim, with dark tousled hair, and generally wears a T-shirt from a web comic or one displaying a programming joke. He usually looks rumpled, and after 11:00 am his shirt has been stained with coffee or cheese curl dust. Roleplaying: When Lorenzo is confident that he’s right, he’ll keep pushing and pushing until you agree and acknowledge his mastery of the subject. On those rare occasions when someone convinces him otherwise, he just shrugs and says, “Oh, you had privileged information,” and redoubles his efforts on the next topic. In conversation he’s easily distracted, running down tangents instead of sticking to the topic. Personality: Online, Lorenzo usually has seven tabs open at a time and is running background checks, remote-activating webcams, and sifting through financial documents. Motivation: He likes to know things and be right, and is willing to work so he’s the expert. Background: Lorenzo has always been a lover of data; when his parents got him a secondhand encyclopedia set for his tenth birthday, he was thrilled. The total control that programming gives solaced him throughout his teens; his need to be right turned away most of his friends. After stints at Microsoft and Toshiba, he has the codes and experience to get into most systems. Shadowy internet “friends” turn his stolen and compromised bits into dollars, and suggest new targets. Traits: (SM) Aggressive, business, criminal 684 685 686 687

Modern - Villains 228 Andrea • Andy • Anthony • Archibald • Aria • Armand • Arnav Stacey Stein Demented Killer “Let them bleed. Let them ALL bleed!” Appearance: Her face and arms are disfigured and scarred from burns; the hair on one side of her scalp is thin and gray. Her green eyes are droopy and misshapen from many surgeries. She hunches slightly and wears a pink hoodie that she pulls up when anyone looks at her. Roleplaying: She avoids a person’s gaze and does her best to remain out of view. Her speech is a little raspy from vocal cord damage. She avoids direct conversation and interaction. Personality: Stacy was once pretty, and her disfigurement is a deep wound upon her body and spirit from which she has never recovered. To then lose her family was more than she could bear, and she views herself as the victim, even when she exacts revenge on her unfortunate targets. Motivation: She wants others to experience her pain and loss— particularly those with families. Background: A war veteran and rescue pilot, Stacey was shot down in action and trapped in burning wreckage. Miraculously, she survived. She underwent years of therapy and surgery, but with minimal success. The accident placed a great strain on her marriage, and her daughter killed herself; then her husband left her. Roaming and living on her pension, Stacey works odd jobs and stalks families in her surrounding areas, disfiguring and killing them before leaving them posed in their homes. The police have no leads on the “Domestic Slasher.” Traits: (DM) Abhorrent, hideous, notorious, pilot Francis “Frankie” Noonan Violent Misanthrope “Never gave a toad like me a chance, did you? Heh. Nope. Heh-heh. All the chance I need right here. Go on and scream; I like screams...” Appearance: A thoroughly unattractive man with an intense stare, Frankie is balding, with a misshapen head, a weak chin, and uneven shoulders atop a pot belly and bowed legs. Roleplaying: Frankie chuckles nervously and speaks in breathy phrases, with a backwoods accent. Personality: He’s a sociopath and sexual predator who doesn’t have much else in his life. Motivation: He wants to do terrible things to all the women who have ignored him. Background: Frankie was kicked out of his trailer when his parents should have turned him in, a decision they’d regret if they ever knew the truth. Since then, he’s done what he can to survive, squatting in abandoned houses, taking jobs nobody else would, even stealing and killing for money. But everything turned out fine (for him) when he found the abandoned fallout shelter by the power plant. It’s plenty warm in the winter, and cool enough in the summer. The best part is that nobody can hear the screams of his victims, and their bodies can be dumped in the piles of coal that feed the plant. Traits: (KS) Abhorrent, aggressive, criminal, hideous, mysterious, outdoorsman, stealthy Nevin Blythe Evil Mathematician “All it takes, you see, all it takes, is one tiny nudge. An explosion, a derailed train—and the whole system, you see, it falls apart.” Appearance: Nevin is a big, round man with a shiny bald head, prominent cheeks, and a crooked, unwholesome smile. He dresses only in black. Roleplaying: Nevin says “you see” every few words in conversation, using it as a form of punctuation. Personality: He views people as variables in an enormous, globe-spanning equation, and consequently has little in the way of morals. Because he approaches women the same way, as math problems to be solved, he’s still a virgin at 34. What really drives him is curiosity. He’s fascinated by chaos, and particularly by the way that a single catastrophic event can spiral out of control. Motivation: Nevin wants to introduce delicious chaos into the world, preferably on the largest scale possible. Background: A mathematician specializing in chaos theory, Nevin Blythe is essentially a real-world super-villain. By day, he’s a high school math teacher; by night, he’s an evil mastermind. He runs across a complex system that fascinates him, like a city’s public transportation network, analyzes it extensively, and then introduces a single, critical variable—usually something awful, like a poison gas emitter or a bomb—into the system to see what will happen. He writes down detailed predictions beforehand, and compares his theories to the actual results to see how well he did. Traits: (MR) Academic, eccentric, scientist Artist: Andrew McIntosh Nevin Blythe 688 689 690

Modern - Villains Barker • Barmlay • Barnaby • Beckett • Bekenhoff • Beldoir • Benares 229 Mistress Aereon Flesh Artist “It is so nice to have someone visit. I love to host. Now, come into my gallery. What’s wrong, have you not seen a flesh canvas before?” Appearance: In her early forties, Aereon’s attractive body is decorated with ritual scars. Her black hair reaches to the middle of her back. She wears outfits that have a Victorian look to them. Roleplaying: She loves to include the sensation of touch in her communication. She is upbeat in a predatory way. Personality: Aereon is a truly happy woman who loves to share her passion for art. She enjoys people tremendously and is delightful to be around. She sees the art in each person. Motivation: Her next great work is what drives Aereon. While she is working on a new piece, it is all she can think about. When she finishes a project, her brain races to conceive of the next great masterpiece. Background: Aereon was always a pleasant girl, even when she was killing small animals. In college, her double major of biology and art was thought of as eclectic. Her art started innocently enough while she was working in the morgue; she used parts of the corpses of homeless people, but she eventually discovered the limits of dead flesh. Over time she stocked her studio with a macabre combination of art supplies and surgical tools. Now, using her charming personality, she lures victims to her house to become living works of art. Traits: (PV) Abhorrent, beautiful, criminal, crafter Sasha Martinez Political Puppeteer “If we would do the things that need doing, instead of spending our effort shifting costs to someone else, we could enjoy a society worth having.” Appearance: Sasha stands six feet tall, gazing calmly out at the room with eyes that shift from blue to green in varying light. She wears earth tones—lots of brown, green, and gray in her wardrobe. Roleplaying: She seeks the least combative way to make a point and get it acknowledged. She believes that conflict makes people defensive—too focused on planning the next point to listen to what’s being said. Personality: Sasha assumes that the world works as advertised: that people feel an obligation to work for their paycheck, that doing right is important. When she finds otherwise, the repercussions are subtle but terrible. Motivation: Frustration with the status quo and a preference for indirect action drive Sasha. Her nation has problems that need to be addressed, but everyone’s divided and bickering. Background: Sasha dabbled in politics, where she found that her congressional peers listened only to money. She spearheads front groups and committees, funded by her family’s deep pockets; several politicians have been ensnared by barbed donations—and blackmail, after taking illegal bribes on hidden video. Her agents vote as she dictates, and there are a lot of them. Sasha’s vision of progress is coming; her companies, supported by rich subsidies, are driving rivals away. Now job seekers have to espouse her principles, or leave... Traits: (SM) Merchant, political, wealthy, zealot Alison “Little Doll” Chalk Merciless Gang Leader “Hey, mister, have you seen my doggie? I can’t find him anywhere.” Appearance: Standing just 4’8” and with a child-like face, Alison is 19 but looks 14. She exaggerates this impression by wearing her blond hair in pigtails and dressing young. Roleplaying: She enjoys casual violence, and the stronger the reaction someone has to her, the viler she becomes. Personality: Alison is the closest thing to pure evil anyone in her circle has ever seen before. She wasn’t traumatized as a child or raised in an atmosphere of violence, she’s just a fundamentally fractured person—a true psychopath of the highest order. Alison pretends to be an innocent teenage girl to lure people into dropping their guard, and to keep her rivals from getting a handle on just how dangerous she really is—until it’s too late. Motivation: She wants to be feared and reviled, and to show ordinary people what the world is really like: a sick, twisted hell from which there is no escape. Background: Alison, whose street name is Little Doll, runs the Parkwood 17 drug gang, a group notorious for their extreme intimidation measures. When her gang wants to send a message, they dismember their target—literally tearing them to pieces— and leave the resulting mess somewhere public. Before Alison came along, they were strictly a low-level operation; under her leadership, they’ve become prominent, feared, and successful. Traits: (MR) Abhorrent, aggressive, child, criminal, leader, power hungry, warrior Dahlana Myers Noble Executive “The corn marigold is a symbol of a brighter day. May it truly bloom; then we can be free of this disease.” Appearance: She is the picture of a modern Southern belle. Her big blond (nearly white) hair is teased. She wears professional attire, usually a lace top or camisole with pullover jacket, simple earrings, and a necklace of pearls. Her look is completed with a long skirt or slacks and sensible heels. Roleplaying: She always has a permanent marker close at hand, ready to sign her best-selling books. Personality: She is passionate about her noble cause; she has sacrificed a great deal in her role as founder of a charitable organization. But she has a vindictive streak, too. Motivation: All her passion and drive is channeled into her charity work. Background: Formerly an affluent Atlanta executive for a major communications company, her female life partner was afflicted by and later killed by a disease, so she started a charitable organization to raise awareness and raise funds to enact a cure. The corn marigold became a symbol of the movement, and was soon attached to all manner of merchandising, awareness advertising, and big celebrity events. Her villainy is somewhat understandable: Mainly she desires such a laser focus on her cause that she feels rival charitable groups and critics of her methods of merchandising are undermining her work and need to be silenced. She employs legal means and savvy marketing tricks to derail or intimidate them. Traits: (TT) Aggressive, charming, political 691 692 693 694

Modern - Villains 230 Arthur • Ashley • Ashton • “Auntie C” • Autumn • Bajam • Becky Taylor Feltz Paranoid Genius “All around me I see entropy in action. What? What did you say about me? Fools!” Appearance: He is lanky, disheveled, and slouches constantly, disarming those around him. He wears a brown sport coat that seems out of fashion and has stringy white hair that needs cutting. Pale skin and wild eyes give him a feral look. Roleplaying: Feltz speaks in brief hushes and whispers, with occasional twitches. Personality: He is convinced that everyone is plotting against him—staring at him, talking behind his back. Feltz trusts no one. Motivation: He feels he bears the great burden of knowledge and genius that others cannot comprehend. It is his duty to make them all understand…or kill them if they get in the way. Feltz is convinced his methods serve the greater good. Background: Recognized as an off-kilter genius at a very early age, he’s since come completely unhinged with paranoia. At first it was his parents and sister, who he killed in cleverly faked accidents, but his scope has widened to include the world. Feltz is obsessed with the dream of social perfection and righting the social order. His machinations are far reaching and detailed— moving political boundaries, installing puppet dictators, and inciting world conflicts. Those in the employ of Feltz have a frightening mortality rate due to his unstable nature. Traits: (DM) Academic, aggressive, criminal, genius, leader Stanley Rykowski Greedy Counterfeiter “That is the best television on the market. You won’t find anything better, and it is worth every penny. Holy crap! Help me put this fire out!” Appearance: Overweight and perpetually sweating, he is obviously in poor health. He wears bowling shirts with sweatpants and a large gold watch. Roleplaying: He’s constantly eating something or drinking a sugary beverage. Personality: Stanley is oblivious by choice to anything that disturbs him. He won’t acknowledge when he is wrong or has made a bad decision. Motivation: He wants to make as much money as he possibly can, even if it means deceiving people. He doesn’t do it for the money, exactly, but for the satisfaction that he gets from “maximizing” his profits. Background: Stanley opened his electronics shop expecting to become a millionaire in record time. He didn’t listen to the warnings others gave him about competition from the large retail chain nearby. Soon, he was nearly bankrupt, but while researching ways to cut costs he learned about counterfeit electronic brands. Now he is sure that millions of dollars are just going to flow into his hands. Reports that accidents often occur while his products are used are just isolated cases of user error, certainly. Traits: (PB) Business, criminal, eccentric, merchant Dara Emmelmann Traumatized Soldier “It took six months to get half my life back. They appreciate my skills, look me in my eye, and say thank you.” Appearance: Dara often holds her hands in front of her face, concealing the angry red welts cover the left side. Brown hair and one blue eye remain; her shapeless clothing is her attempt to draw as little attention as possible. Roleplaying: She’s ugly and hurts every time someone shudders or looks away from her ruined face. In planning she’s crisp and organized, always with a slide or presentation to give you something else to look at. Personality: In social situations Dara is quiet, drawing as little attention as possible. On a mission, she’s direct, rasping out orders. Motivation: She’s very loyal to those who knew her before the accident; doing for them is like revisiting the days before her injury. Background: Dara is extensively trained in several overlapping fields. When her unit was overrun by insurgents, a barrel exploded, and she was scarred terribly by fire and chemical burns. She was left for dead by the attackers; three days later she awoke in a hospital in terrible pain. Months of therapy restored her function, but her self-esteem never recovered. After leaving the military, she was contacted about clandestine projects. Since she can never again lead a normal life, she joined the shadowy organization—and doesn’t ask many questions, just happy to have useful, distracting work again. Traits: (SM) Dilettante, hideous, military, warrior Dinna Mopp Prima Donna Forger “This isn’t how I normally work. What’s the next change after that? And the week after?” Appearance: Tall and athletic, with a thin severe face and sharp nose, Dinna has long black hair and ice-blue eyes. Roleplaying: Dinna has a whiny, nasally voice and complains loudly and frequently whenever anything new or different is presented to her. She seems miserable despite current conditions, and is difficult to work with, requiring re-evaluation of rates and time frames with any unexpected change or hitch in the hope that causing a big enough fuss will make the issue go away. Personality: Nit-picking and inflexible, Dinna is a pessimist whose lack of faith in her own abilities keeps her from taking the risks necessary to live up to her potential. Motivation: Dinna wants to do the minimum amount of work with the fewest complications possible to get by. Background: An extremely talented forger with the abilities and contacts to reproduce any document and have it pass nearly any scrutiny, Dinna would be able to double her rates and still have more jobs than she could handle if not for her insufferable attitude. She has always tried to do the least work for the largest payoff, and began forging to avoid real work. She started with small-time check forging, and has quickly worked her way up to big money jobs involving illegal government documents. Traits: (MN) Criminal, eccentric, genius, humorous, notorious, white collar 695 696 697 698

Modern - Villains Berger • Berkeley • Berman • The Black Dragon • The Black Veil • Blackwell • Blythe 231 Vincent Jefferson Outraged Vigilante Cop “You may have escaped the law, but you haven’t escaped justice. You may have fooled the judge; now let’s see if you can outrun bullets.” Appearance: Vincent wears his police uniform when on duty. Off duty, he wears street clothes that help conceal his firearm; he uses a different pistol as a vigilante. Vincent keeps his hair short and has a scar on his neck from a gang bust a few years ago. Roleplaying: He is the perfect officer on duty. Off duty he’s self-righteous and holds unwavering opinions of who is guilty or innocent. A conversation that goes badly enough could end up with the other party dead after Vincent evaluates him guilty on the spot. Personality: Vincent grew weary of criminals being set free by the justice system. He has a strong sense of justice and firmly believes that he is only killing guilty people who would otherwise get away with their crimes. Motivation: He wants to punish the guilty. Background: For many years, Vincent was a model officer. He eventually grew weary of seeing criminals he caught being let go on technicalities, lack of evidence, or plea bargaining, only to return to the streets and commit crimes again. The last straw came when Vincent arrested a drug dealer who took a plea bargain and then murdered the woman he blamed for turning him in. Vincent now kills those that “beat the system” in his eyes. Traits: (WC) Criminal, police, zealot Jeremiah Stone Ambitious Manipulator “I do what I do because it benefits the world. Stop thinking small; embrace the big picture.” Appearance: Jeremiah is well-groomed and epitomizes style. He wears a well-tailored suit and has a thick gray mustache, but only the smallest touch of gray in his hair. Roleplaying: Distinguished and stately, he rarely loses his cool. His intelligence and attention to detail are evident in every action. Personality: A visionary who sees the big picture, Jeremiah doesn’t hesitate to make decisions that leave thousands homeless or spark wars that end countless lives. He understands his actions are evil, but sees them as a necessity. Motivation: Jeremiah believes he knows how to create the best future world, and he will do whatever it takes to make that happen. Background: Coming into power through the ranks of the mercantile world, Jeremiah quickly realized that positions of power were leverage points capable of being force multipliers for bold ideas. Desiring more than the wealth and status he already had, he began to twist and turn the business and political machines to his own ends. While many know his public side, few see his hand in the minute changes that send the price of grain skyrocketing and cause the poor to starve. Recently he has moved from subtle manipulations to more devious ends, like funding gangs and creating targeted viruses, all part of an unnoticed master plan. Traits: (JA) Business, criminal, white collar, zealot Swati Mukherjee Cat Burglar “I have a greater claim on that ruby than they do. It and I were both born in India.” Appearance: An attractive young Indian woman in dancer’s attire, she seems distracted or focused on a distant problem. Roleplaying: She mostly ignores everyone who she feels can’t help her mission, but is very friendly and outgoing to anyone she thinks can help. Personality: Swati believes herself to be an agent of one of the Hindu deities. Motivation: She seeks to take back the treasures that were stolen from India, and some additional loot on the side. Background: Raised on her parents’ tales of how foreigners plundered India, Swati seeks justice by recovering Indian treasures. A series of coincidences in her childhood convinced her that one or more Hindu deities supports her cause. Aided by her parents, she prepared herself by learning both eastern and western dance, gymnastics, lock-picking, computer hacking, and other skills. She moved to London at 18, and soon recovered her first item from an old colonel whose daughters she was coaching in ballet. Since then, she has recovered many gemstones and other items. The treasures are sent to her parents, who donate them to museums and charities, often receiving unofficial rewards for them. Whether she actually does have a supernatural patron, and whether it’s a deity or a demon, is up to the GM, but her success has been remarkable so far. Traits: (KS) Artist, beautiful, criminal, entertainment, magical, religious, stealthy, wealthy Reverend Leonard Harris Miserly Preacher “God’s attention is precious.” Appearance: Reverend Harris is tall and blond, with a bright white smile and blue eyes. He tends to wear threadbare clothing, except on Sundays. Roleplaying: He tests his grip, smiling and pressing to emphasize that he’s a real man. He’s a master of the off-the-cuff homily, with quick stories that illustrate his point always at hand. Personality: While words come easily, every penny has been hard to scrape. He’s a very busy man... Unless you’d like to donate to the new church building? Motivation: Donations have been so thin that he’ll never get a chance to break ground on the new church. Every PS3 game and music download is proof that his parishioners have misplaced priorities. Background: Leonard has long heard the call of the church; he entered seminary straight out of high school, dashing the hearts of many of his female friends. When he finished his schooling, he felt the call to help the poor get their lives in order. He regrets accepting that call. His small town professes faith, but the church is inadequate—cold in winter, steaming in summer—with no fit house for worship. He started a building fund to demonstrate disciplined saving, but his parishioners spend on frivolities instead. He’s now raiding charity donations, leaving the destitute without warm clothing or food. Traits: (SM) Aggressive, charming, religious 699 700 701 702

Modern - Villains 232 Benjamin • Bethany • Bettina • Betty • Bianca • “Big Mac” Cristobo (“The Tiger”) Passionate Jewel Thief “You think I am the Tiger? (chuckling). This is amusing. I am a businessman. I deal in semiprecious stones; that is all. The Tiger, he is 10 feet tall and steals the most prized jewels— and causes my own insurance to go up, if you must know the truth. Now, if you will excuse me, I have an appointment with a certain young lady whom I find...invigorating.” Appearance: He’s purposefully nondescript, a fit small man of indeterminate age, clean-shaven with close cut dark hair. He wears suits of light brown and blue bought off the rack. When he’s “working,” he wears his skintight black catsuit. Roleplaying: His calling card is a little squeaky toy in the shape of a tiger, the kind that’s produced by the millions, which he leaves at the scene of the crime. Personality: When he’s planning a heist, he is passionate about every aspect and detail of the operation, all part of his desire to “get even.” Motivation: He used to steal for revenge. Now, he also does it for the thrill and the challenge. Background: Once he was a struggling merchant, frustrated by the control the diamond cartels had over his business. Stealing signature stones satisfies his desire for revenge. He maintains his business as a front, but now owns a private island in the Caribbean from which he bases his activities and stores loot acquired by “the Tiger.” Traits: (TT) Charming, criminal, stealthy, wealthy Adriana Purcell Anti-Government Survivalist “The Man doesn’t want us to have fully automatic weapons, high explosives, armor-piercing ammo, any of that stuff. I have it all—and more—in my bunker.” Appearance: Only 40, Adriana looks stringy and worn out, like a late-stage methamphetamine addict. She smells like cigarette smoke. Roleplaying: She’s pissed off at everyone and everything, but especially at the government. Personality: Adriana is a bitter, angry woman who blames the Man for her problems—and whatever isn’t the system’s fault sure as hell isn’t hers. She’s a ticking time bomb looking for an excuse to go off, and when she does it won’t be pretty. Motivation: She wants to take down the government through violent revolution. Background: A tax cheat who was caught by a random audit, Adrian spent several years in jail. Shortly after her release, she killed a woman in a bar fight, and then spent another, longer stretch behind bars. She hates the government, and incarceration only deepened her bitterness. When she got out, she moved to a cabin in the woods, bought as many guns—legal and illegal— as she could lay her hands on, and started a militia. She’s the informal leader of a 30-strong militia that wants to take down the government. Only a handful of them know what they’re doing, but they’re still a definite threat—and one that’s remained largely off the radar. Traits: (MR) Aggressive, military, outdoorsman, political, warrior, zealot Monica Surdi Social Chameleon “Oh you’re too kind. Yes, I traveled a bit, but it was so long ago it seems part of another lifetime.” Appearance: She has elongated, exotic features, almond-shaped eyes, and dark hair that hangs down past her shoulders. Her makeup is tasteful and she has pouty, inviting lips. She dresses in dark silks and satin gowns of the latest design with a strand of large pearls around her neck. An alluring scent follows her. Roleplaying: Ever polite and disarming, Monica’s mannerisms are without fault. She laughs politely at jokes, does not take offense, and compliments her guests. She conveys an air of refinement and elegance with a light Italian accent. Personality: She is a cold-hearted killer who leaves a trail of broken bodies in her wake. Her personality is malleable and she finds it easy to be everything her targets needs and wants. She is a social chameleon and an emotional vampire. Motivation: At first she killed her lovers for the perverse thrill, but now Monica finds she cannot help herself. She goes from target to target, savoring the hunt and the eventual kill. Background: Years of assumed aliases and moving from country to country make it difficult for Monica to remember her past. Her knack for adjusting her personality also protects her, segmenting her many personalities from each other. She is every man’s— or woman’s—dream until the end, when she becomes their nightmare. Traits: (DM) Beautiful, charming, wealthy 703 704 705 706 Nathaniel Titus Callous Arcane Researcher “Where is that grimoire? I do not want to unleash this demon prematurely. Remember what happened in New Jersey?” Appearance: Nathaniel has a peaked and worried face, but his eyes seem cold and piercing. He dresses in dark, expensive suits and can sometimes be seen wearing amulets and talismans. Roleplaying: Nathaniel believes that knowledge is the route to ultimate power, but rarely thinks beyond the acquisition of such power. People are only tools for his use, and he will make no bones about it. Personality: His pride is the least of his sins, and he knows it. Nathaniel shows no emotion or concern. He is callous and uncaring. Motivation: He seeks to bend the universe to his will. Knowing what he knows, he believes that the petty concerns of normal men are beneath his search for ultimate power. Background: Nathaniel Titus was once a priest, though any who know him find this hard to imagine. Tasked with indexing and destroying books deemed dangerous and fell, Nathaniel became seduced by the knowledge he found there. He felt that if the church saw these things as dangerous, perhaps God’s power was not so absolute. Secreting away many of the books, Nathaniel built his collection and set upon a dark path before leaving the priesthood. He has built up a fortune through his demonic thralls and mind control, but does not guard himself well enough against the dangers of his misdeeds. Traits: (JA) Abhorrent, academic, occult, religious

Modern - Villains 233 Ivan Drost Extremist Vigilante “Stop your crying. You brought this upon yourself. Do not beg, for there is one punishment for all crime. Your body will be message to all shoplifters.” Appearance: With a crew cut, a thin moustache, and Slavic features, Ivan is a tough looking man in his late forties. He is naturally muscular, with more bulk than definition. Roleplaying: Ivan loves short cigars, which he chews more than smokes. He frequently spits out small pieces of tobacco between sentences. Personality: He looks at all humans as some form of criminal, and he despises them all. Ivan watches everyone he sees, looking for the smallest infractions. To him, people must earn their innocence. Motivation: He has lost all faith in the justice system, and now desires to deliver justice personally, in the most extreme manner. Background: Ivan grew up in a poor neighborhood in a large city, witnessing all manner of crime. He enrolled in the police, and on the streets he saw the futility of trying to keep order—and the true nature of man. His television blazes with signs of the decay of morality and society. All of this has welled up in Ivan and has driven him to solve the problem personally. He has amassed an arsenal of weapons and, off-duty, now wanders the streets passing judgment. In truth, his vigilante persona is a façade; he is a pure sociopath who has graduated to serial killer. Traits: (PV) Aggressive, police, warrior Boudreaux • Braverman • Braxton • Briggs • Britton • Brocious Rajshana Guptari Murderous Zealot “Your current pain will pave the way to a better life in your next incarnation.” Appearance: A dapper gent from India, Rajshana dresses neatly in a somber-colored tweed jacket and rumpled tie. Roleplaying: Rajshana is soft-spoken and judgmental while remaining polite, speaking as though the faults he finds in others are universally recognized as wrong. Personality: A deeply religious man, Rajshana believes his killings are beneficial for his victims. He has an unshakable faith, and no doubts about his actions. Motivation: Rajshana desires to cleanse others and help them move on to a new stage of being where they will have a new chance to live a life of virtue. Background: Late in his previously idyllic life, Rajshana’s wife and his only son were killed in a horrific car accident. Convinced that he was being punished for an unknown sin, he began searching for a way to atone. Prayers, good deeds, and charity failed to assuage his guilt, so he began searching for more radical ways to lift his onus. Driven to extreme measures by madness, Rajshana hunts down those he perceives as sinners and murders them in ways that reflect their misdoings, so they may be reincarnated and have another chance at a more virtuous life. He has infected prostitutes with deadly STDs, poisoned drug dealers with overdoses of their own drugs, and cut the brakes of drunk drivers. Traits: (MN) Criminal, zealot Greta Roberts Offensive Store Owner “Get your saggy, white, skan* ass out of my store…BITCH!” Appearance: Slightly heavy-set, she stands out with her partly shaven head: a checkerboard pattern on one side and deep violet hair on the other, parted over. Several piercings through her eyebrows, ear, chin, and septum also stand out, as does the large, studded collar around her neck. She wears a torn black T-shirt off the shoulders, revealing swirling tattoos on each arm. Her lipstick is a deep purple. Roleplaying: Greta sneers and insults people constantly. She clearly doesn’t care what people say or think about her and will wave them off or reach for the baseball bat under the counter. Personality: She distrusts everyone and doesn’t filter her thoughts. Greta will readily tell someone they’re too ugly to be in her store. She’s abandoned tact and has replaced it with anger at the world. Greta isn’t loyal, and may refuse to cooperate simply on principle. Motivation: She feels the world owes her something and doesn’t care who gets in her way. Background: Greta operates her own emo piercing and tattoo parlor, always on the verge of closing. It attracts a lot of street dealers and unsavory types but she has no problem keeping them in line. While nothing about her business is illegal, she attracts that type of clientele who are looking for body modification. She employs two artists to do the work in addition to herself. Traits: (DM) Artist, business, impoverished, merchant Artist: Avery Liell-Kok Greta Roberts 707 708 709

Modern - Villains 234 “Bit Dump” • Boris • Cal • Caleb • Cali • Cally • Caroline Tommy Perigueza Chatty Thug “Chico like you oughta buy insurance. Somebody gonna come in here and have an accident.” Appearance: A small Spanish man in his late twenties, Tommy has a dark complexion and hair, a narrow face, and wiry build. Constantly in motion, Tommy paces when he can and jiggles his leg, plays with pens, and bangs his hands when forced to be seated. Roleplaying: If there is anything to say, relevant or not, Tommy will say it. His heavy Spanish accent makes it almost impossible to understand him most of the time. Personality: Tommy relishes physical work. He is hyperactive, and anything that requires a great deal of thought or patience will cause him to become frustrated. Motivation: Because of his inability to sit still or to shut up and his lack of any kind of education, crime is Tommy’s only way to earn a paycheck. Background: Tommy grew up in southern Spain and his family moved to the U.S. when he was 10 years old. Pegged as a troublemaker due to his incessant squirming, he dropped out of school as soon as he was able and started doing odd jobs for the criminal element to make money. Despite his small size, Tommy knows he has few other employment options and thus has the intensity and effectiveness of a much larger man. He is often hired as muscle, someone who does purely physical jobs where thinking (and silence) is not a necessity. Traits: (MN) Aggressive, criminal, eccentric, humorous, warrior Arthur Venturo Remorseful Hitman “Forgive me, Father, for I have sinned. I’ve killed three people since my last confession, and only one of them deserved it.” Appearance: Arthur enjoys wearing tailored suits and Italian leather shoes. He usually keeps his hair slicked back and tied in a small ponytail. A recovered smoker, Arthur constantly chews bubble gum. Roleplaying: He affects an exaggerated Brooklyn accent. The fact that he is overly polite makes the accent jarring. When he gets excited, Arthur’s accent changes and he sounds like someone from the deep South. Personality: He means what he says and says what he means. He’s a killer, but he rationalizes this by routinely going to confession, especially if an innocent bystander was injured or killed during a contract. He also anonymously donates a good portion of his contract money to the church. Motivation: Arthur is primarily motivated by greed. Background: Arthur’s father died before he was born. His mother remarried and moved to Alabama, where Arthur spent most of his youth. When he graduated high school, he decided to learn about his roots. He came to New York City and soon found himself immersed in the mafia there. He changed his accent to fit in and found he had a penchant for killing. He also has a healthy dose of Catholic guilt and is a regular at mass, fooling himself into thinking that confession without true sorrow washes away all sins. Traits: (WC) Criminal, eccentric, warrior Lynn/Zoe Abigail Conjoined Twins “We’re of two minds on this.” “Oh, how droll.” Appearance: Standing just over five feet tall, these conjoined twins have two arms and two legs and a shared torso. They wear a custom-tailored blouse and sweater, matching slacks, and low pumps. One head wears her golden brown hair in small curls while the other pulls hers back into a ponytail. One holds a book in her right hand, reading it, while the other talks on a cell phone. Roleplaying: The twins are used to stares but still have little tolerance for being gawked at. They demand to be treated as individuals and any interaction that treats them as a single person or as a sideshow is met with ire. Personality: Both Lynn and Zoe have distinct personalities. Lynn is the thinker and academic while Zoe is the more pragmatic one. They sometimes have a disagreement as to process but are accomplished at working together. Neither sees their situation as a disability. Motivation: The twins are fascinated by the functioning of the human body, and spend their time conducting gruesome medical experiments. Background: Each twin controls one arm and one leg. To move or use both hands they must work in concert, a skill they perfected long ago. Because each of them has their own head, personality, and desires, each is effectively a unique individual. Thus, they bring to bear two intellects and collaborative reasoning. They each have their own consort. Traits: (DM) Abhorrent, academic, scholar Dr. Laurie Brown Iconoclastic Instigator “I’m not saying that people should break the law, but some acts should be decriminalized. Today’s youth understands that, and it’s inspiring to see them challenging the status quo! It takes bravery to get aggressive with the police and the government. Young people pushing the envelope of citizenship are so inspiring! My next television special covers that.” Appearance: She’s an attractive woman who dresses in tribal clothes from various cultures, and is always seen holding a copy of her latest book. Roleplaying: Laurie convinces people to take risks that may be harmful to themselves and others. Meanwhile, she makes plans to exploit such events by analyzing them in various media. Personality: She is patronizing and confrontational with anyone who doubts her insights and observations. She has a natural charisma, though, that some people find exhilarating. Motivation: Dr. Brown is not held in high regard by her peers, but she has found success selling her services as an expert to various organizations and media conglomerates. Background: Laurie Brown always loved being the center of attention. If ever she felt ignored, she would accuse the current authority figure of being biased and unfair. This trend continued into her adult years and throughout her career. Despite a lack of strong professional credentials, a local television producer used her services as a consultant for one of his shows, and soon she left the world of serious research to become a rising celebrity “expert.” Traits: (PB) Famous, entertainment, scholar 710 711 712 713

Modern - Villains Brown • Browning • Burgher • Cales • Callahan • Candice • Carne 235 Katarina Starkova Ukranian Sun Queen “Everyone wonders the same thing—how does it happen? What makes you give up your will and decide to serve me?” Appearance: Katarina is petite, standing only 5’2”, though she often wears heels for a few inches more. Her hair is wheat-colored, and she often wears pantsuits—recent gifts from her subjects. Roleplaying: She laughs easily and seems uneasy in the luxurious life. She jokes that she’ll write about the experience for her dissertation. Personality: She’s enjoying the attention as a lark—surely everyone will wake up tomorrow and tell her it was a joke. In the meantime, the attention is very nice... Motivation: People keep kneeling and giving her gifts; it’s unexpected, amazing—and fun! Background: Katarina grew up with a love of books and a scholar’s mind. She excelled at university and soon participated in field research in Luganskaya. She came across an ancient pyramid—and emerged three days later as the heir to ancient Ukraine. Carrying a 5,500-year-old sun rod, she announced her discovery on TV—and watched, dumbfounded, as the TV personalities all fell to their knees and proclaimed her Queen Katarina, heiress of the sun. While the incident was laughed away and buried in the tabloids, everywhere she goes people convert on the spot. She’s headed to Kiev to see if the politicians will kneel so easily. Traits: (SM) Focal, magical, mysterious, royalty, scholar, zealot Preston Harwick Deadly Benefactor “Do not grieve her loss, she was beneath you. Don’t be mad at me, I am the one that always looks out for you. Put her body in the trunk and be a good sport about it.” Appearance: Preston is a man in his late seventies who is in incredible physical condition. He is well groomed, and has a look straight out of the late 1950s. Roleplaying: He is always smoking a cigarette, pipe, or cigar. Preston has a slight wheeze when he speaks, and he coughs periodically. Personality: Preston is deeply kind and generous, but to only one person. He has no consideration for anyone outside of his focus. Motivation: He is driven to find someone to designate as his heir, but has been unsuccessful. Those to whom Preston offers his generosity eventually fail him and are discarded. Background: Of the third generation of the Harwick line, Preston was born to wealth. As a young man, he entered the family business, married, and was eventually widowed with no heir. In his later years, consumed with the need for an heir, he ignored the signs of a degenerative neurological disorder; this has resulted in a mental imbalance. His world has become myopic as he seeks an heir. He goes to great lengths to manipulate events and control the lives of his candidates to make them worthy to receive the Harwick fortune. Traits: (PV) Ancient, business, charming, focal Chief Alonzo Barker Misguided Police Chief “The system is broken. Let me introduce you to my system, boy.” Appearance: Fat and perpetually flushed, with the bulbous nose of a longtime alcoholic, Chief Barker smells like onions and always has a sweat line down the back of his shirt. Roleplaying: Justice may be blind, but Alonzo sees people for what they are: scum who flout the law in his city. He treats them accordingly. Personality: Alonzo is a brute with a nose for department politics, a quality that has enabled him to rise to his current position. An alcoholic with a fondness for violence, he believes there’s no higher calling than enforcing the law. A lifetime of drinking and watching the city go downhill has made him bitter, and having power has made him petty. Motivation: Alonzo wants to make the city a better place—and have as much fun abusing scumbags along the way as possible. Background: Chief Barker believes that the system is broken, so he’s taken matters into his own hands. He distorts crime statistics—reporting rapes and assaults as minor misdemeanors— so his crew can work outside the system. He tells his officers “Do what you think is best” when enforcing the law (e.g. beat up suspects, toss junkies off of buildings, and burn down tenements). Unfortunately, Chief Barker’s immoral approach to law enforcement has worked so far, and the brass is willing to look the other way as long as crime keeps trending downwards. Traits: (MR) Criminal, focal, leader, notorious, police Marcus Suelle Abandoned Cop “Shut up! You don’t know me! It’s too late!” Appearance: Marcus is a haggard man who wears gold chains around his neck, worn tennis shoes, and a faded khaki shirt and slacks. His face is worn and creased with deep worry lines. His blue eyes are sunken and his hair has receded and grayed. A gun sits in his lap. Roleplaying: He looks down and speaks under his breath. His body language conveys defeat. He’s cynical about any plan, pointing out how it won’t work. Personality: He’s a beaten man who’s now on the wrong side of the law. Marcus has given up and now sees his once-noble cause as futile, and himself as abandoned. He’s a mixture of angry, bitter, and overcome with acceptance of his new lot in life. Motivation: Originally Marcus was devoted to stopping crime, dedicating his life to going undercover for the cause. Months undercover turned to years and Marcus has become what he was trying to prevent. Now he seeks revenge. Background: An undercover operative, Marcus thought he could be strong enough to resist the allure of the lifestyle. But years in the role have wiped away his dedication and left him feeling betrayed and alone. Rationalizing that he is on his own, Marcus looks out for himself. It’s unknown if his mission was forgotten, but Marcus is convinced he was abandoned. He holds a deep grudge for those that left him. Traits: (DM) Criminal, police, power hungry, stealthy 714 715 716 717

Modern - Villains 236 Casey • Chanelle • Chester • Christine • Clayton • “Cobber” Hiro Hireku Proud Museum Curator “This place is a testament to culture and learning, and we must do everything we can to preserve it.” Appearance: He’s middle-aged with graying hair in a business cut. He keeps his three-piece suits meticulously cleaned and pressed. Roleplaying: His movements are precise and jerky, like a windup tin soldier. Every nod of his head is stiff and every step he takes is rigid. Personality: He takes a great deal of care in how he presents himself. He is officious, courteous, and direct in his conversations. Less charitable people say he’s inflexible. Motivation: He devoted his life to becoming the museum’s curator. He’s proud of what he’s accomplished in bringing the facility to prominence and will let nothing jeopardize the museum’s standing. Background: This was to be the golden moment of his life. But outside forces are threatening to undo his life’s work—trying to, in his eyes, distort the museum’s mission, fundraising, and academic achievements to their own dubious end. He has always been guided by a code of ethics, but he refuses to bend in the face of modern sensibilities and change. He will take whatever steps are necessary to preserve what he’s built, even if he must break the law to do so. Traits: (TT) Academic, leader, zealot Nathan “The Hyena” Wallace Calculating Hitman “<silenced gunshots>” Appearance: Nathan is a large, toned African-American man with a clean-shaven head and a small goatee. He wears a dress shirt and dark sport coat along with slacks and soft-soled dress shoes. His Glock pistol has a long silencer on it, and he wears Italian leather gloves. Roleplaying: Nathan’s voice is a deep baritone, but he rarely speaks. He glares intensely and points to make his demands known, and doesn’t engage in small talk at all. Personality: No-nonsense and devoid of emotions, he’s committed to his job and takes pride in his reputation as being tough and dependable. Motivation: Nathan focuses on his assignment and completes it with ruthless precision. Anyone that gets in his way must be eliminated. Nathan doesn’t worry about shades of gray: His task comes first, and everything else is second. Background: A hitman-for-hire, Nathan served a long career in the military before struggling to return to normal life. The skills he employed in war were ill-suited for modern life. Quite accidentally he fell into doing quick and dirty mob hits; those led to larger, more prominent work, and his pseudonym. Now the Hyena is wanted by the FBI, Europol, and other organizations for a series of high-profile assassinations. He jealously guards his real identity and kills to keep it secret. He is an expert with firearms and demolitions. Traits: (DM) Criminal, famous, mysterious, warrior Artist: Matt Morrow Nathan “The Hyena” Wallace 718 719

Modern - Villains Carter • Carvalho • Castellano • Castilo • Chalk • Chandler • Chase 237 Dina Hawk Vigilante Attorney “This should be an easy case. You only have one eyewitness and she hasn’t made it into the courtroom yet. She won’t.” Appearance: Dina dresses like a high-powered attorney. She wears designer suits, keeps her black hair pulled back in a severe knot and has glasses perched on her nose. In short, she’s rather intimidating. Roleplaying: She rarely shows emotion unless in the courtroom. She talks circles around subjects, carefully avoiding saying anything incriminating while searching for weaknesses in her opponent. Personality: Dina is cold and heartless. She has an urge to win at any cost and the money to make it happen. It’s never occurred to her to take a vacation or follow a hobby. Motivation: She enjoys winning and the reputation she gains from it. Background: Dina is not only a high-powered attorney; she’s also a “cleaner.” She runs a secret organization that helps cover up crimes. If told about a crime before it happens, Dina can have cleaners on site to wipe up blood, eliminate fingerprints and powder marks, and erase security tapes. She also has several members of the police force working for her to further suppress evidence. When she needs wet works, she has a number of hitmen on her speed dial. Dina also acts as a consultant on how best to avoid leaving or clean up evidence. Traits: (WC) Aggressive, counselor, criminal, police, white collar Maxwell Steinhaur Psychopathic Brat “I want a tiger. Not some crappy zoo tiger, but a wild tiger. How much is it going to cost to go capture my own tiger in the wild? DID I ASK IF IT WAS LEGAL? NO! I ASKED HOW MUCH IT WOULD COST!” Appearance: Maxwell is a slim athletic boy in his late teens. His blond hair is shoulder-length, and his dark eyes reflect his covetous nature. He wears stylish designer outfits made for outdoor activities. Roleplaying: He demands that his current concerns be addressed immediately. He never waits in a line, or waits for an invitation. His two large bodyguards enable this behavior. Personality: Maxwell is obsessed with survival experts, big game hunters, special forces troops, and anything related to combat and survival in the wild. He tries not to acknowledge his sheltered trust fund lifestyle, despite still indulging in all of the modern comforts that it provides him. Motivation: He wants to prove that he is a tough, adventurous soul who can make it on his own. Background: Maxwell is the youngest of nine children born to different mothers and all fathered by a multi-billionaire venture capitalist. His upbringing consisted of his parents giving him whatever he wanted so that they could quickly return to ignoring him. He is infatuated with television shows about survival experts, so Daddy agreed to finance a trip around the world for Maxwell to do whatever he wants on his own. Traits: (PB) Adventurer, child, dilettante, eccentric, outdoorsman, wealthy Drago Karpovich, MD Closet Mad Scientist “I am reversing the polarity... There it is again; the brainwaves flicker for a few seconds. It was no anomaly; I suspect I will need more power.” Appearance: If not for his infectious laughter and selfdeprecating humor, Drago’s severe goatee and widow’s peak would seem downright sinister. Roleplaying: Drago makes fun of his Eastern European upbringing, often parodying a mad scientist. Personality: He hides his research behind his reputation as a prankster. Motivation: His research into the reanimation of dead tissue could change the world. Background: Like many, Drago came to the States seeking opportunity. He was accepted into medical school, where long hours and huge loans paid off. During his residency, he secretly fell in love with a fellow resident, but she died in a car wreck before he could express his feelings. Unable to stop and grieve, he buried his pain deep inside. He now works at a state clinic and research facility, and has received a large grant to study the how the brain is affected by lack of oxygen. He is actually using the money to fund research into the temporary reanimation of the dead, so that loved ones can say their goodbyes. Of course, these things never work out the way they are intended... Traits: (KS) Abhorrent, charming, genius, humorous, medic, mysterious, scientist Alyssa Yaria Disturbed Killer “Fun in the sun! <chop> Blondes know best! <chop> We have more fun than the rest! <chop>“ Appearance: A tall, angular woman of central Asian descent, Alyssa dyes her hair platinum blond and wears star-shaped sunglasses and ‘80s band T-shirts. Roleplaying: Alyssa chews bubble gum constantly. She lifts her sunglasses whenever she talks to someone. Personality: She discovered the thrill of murdering people a few years ago, and has never looked back. Death is fun! Blood is even better! She’s a bubbly, dramatic woman who thinks about killing in her every waking moment. A psychologist wouldn’t even know where to start with her. Motivation: Alyssa wants to chop people up, collect their blood, and dote on her ax. Background: By day, Alyssa is a co*cktail waitress; by night, she’s an ax murderer who chops people up and writes lyrics from ‘80s songs in their blood at the scene of the crime. She sleeps with her lovingly polished fire ax, Margaret, on a pillow next to her, and she talks to it non-stop when she’s alone. She collects a pint of blood from each of her victims, and her fridge is getting pretty full. If asked, she couldn’t tell you why she does any of this—she just loves her ax, the ‘80s, blood, and the screams of the dying. Perhaps wisely, she doesn’t look too closely at her life. She just has as much good, bloody fun as possible. Traits: (MR) Laborer, warrior 720 721 722 723

Modern - Villains 238 “Cobra Fang” • Connor • “coolHuntr” • Corsico • Corwin • Costello • Cristobo Skylar Adzmann Pop Star “I just feed off the energy of my fans. I couldn’t survive without it; they sustain me.” Appearance: Famous, beautiful, and sensual, she’s the center of attention wherever she goes. Roleplaying: Skylar can be a sensual pop singer one moment, but a cold-hearted businesswoman the next. Personality: She’s manipulative and downright evil, but hides it behind her public persona. Motivation: She will do anything to continue “living off her fans.” Background: Skylar burst onto the international music scene from the back streets of Paramaribo, Suriname. As everyone knows, she’s of mixed Dutch, Spanish, and indigenous heritage, and inherited the best from all her ancestors—she’s gorgeous, seductive, sensual, and energetic, and brings all of that into her music. What is not known is that she believes herself to be an azeman, a South American vampire, and that she kills and drinks the blood of her adoring fans on a regular basis. Her fiercely loyal entourage buys into the myth, and they believe that they inherit some of her power. The traditional way to defeat an azeman is to give it something to count, like the straws of a broom or grains on the floor. Her entourage is meticulous in making sure nothing of the sort distracts her. Traits: (KS) Abhorrent, artist, beautiful, entertainment, famous, focal, magical, occult, wealthy Damon Sigler Belligerent Mafia Lieutenant “They think I’m too violent to be a cop? Well, they’ll see what real violence is when that precinct gets overrun.” Appearance: Damon dresses in jeans, a T-shirt, and a nice jacket. He dresses to de-emphasize his strong, muscular build. His smile doesn’t have any real warmth, but it serves as a warning for when he is about to get violent. Roleplaying: He acts casual and friendly as a way of getting past people’s defenses. He isn’t incredibly skilled with words, but he is good at reading people and has a working-class demeanor that helps him seem trustworthy. Personality: Bitter about his dismissal from the force, Damon hates having his authority or methods questioned by people he feels are beneath him. He intimidates and bullies people into compliance. Motivation: As a Mafia underboss, Damon enforces order on the criminal element. He doesn’t have anything against crime, just the disorganized kind that disrupts the overall order. Background: Damon hated letting punk criminals run rampant in the streets, and he wasn’t afraid to step over the line to stop it from happening. When he was kicked out of the force, he left in a storm of anger, slamming doors and overturning desks. The local Mafia boss recognized an opportunity and sent his best man to pull Damon into the lifestyle. It didn’t take much. Damon’s knowledge of police procedures and ability to enforce order have proved invaluable to the family. Traits: (JA) Aggressive, criminal, leader Sonya Carter Criminal Has-Been “This wannabe has some high quality electronics in his house. It is an easy $10K score. Fanboy thinks I’m into him. I’ll disable the alarm, and you guys get the truck ready for tonight. Gun? Oh come on! I’m sure that he doesn’t have a gun!” Appearance: Her dirty blond hair and brilliant green eyes are highlighted by her ivory smile. She has a great figure and dresses to show it off. Roleplaying: She acts like she is in complete control of every situation, but she often makes bad decisions that endanger her plans. Personality: Sonya is vain and seeks attention at all times, except when she is indulging her addiction. She tries to hide her addication even from the people who already know about it. Motivation: She wants to become a pop star again, but her “big comeback” keeps falling victim to her heroin habit. Background: Sonya had two hit singles that both went platinum quickly. She lived the high life and acquired some nasty, expensive, and destructive habits during the early years of her stardom. Though her next album was a flop and she lost the fame, she held on to the nasty habits. In order to pay for the drugs, she has developed a scam to take advantage of her wealthier fans. She gets to know them, visits their homes, and if there is anything worth stealing, she arranges a deal with the local crime boss. Traits: (PB) Artist, beautiful, criminal, entertainment, famous Sheila McKennan Government Embezzler “If you require that information, sir, you will need to fill out forms IR-34 through IR-39, in triplicate.” Appearance: A young blonde in her mid-twenties, Sheila always dresses neatly. She moves with precision and direction. Roleplaying: Sheila speaks politely, firmly, and cheerfully. She tries to help others as much as possible but is always stymied by regulations and paperwork. Personality: Once the humble civil servant she appears to be, after Sheila succumbed to the temptation to embezzle funds she was quickly consumed by greed. She now tells whatever lies are necessary to keep her secret safe. Motivation: Sheila wants nothing more than to stay under the radar so she can keep skimming off the top. Background: Once an honest worker, a desperate financial crisis led her to first embezzle money to get her out of the crisis. After that, it was easier and easier to skim a bit here and there from government projects that would never miss a bit of money. Now addicted to the high life her schemes finance, she carefully covers her tracks and implicates others, even though it’s doubtful anyone will ever notice or investigate her crimes. Sheila jealously defends her power and position, and uses loopholes and obscure regulations to stonewall anyone who might be on her trail, laying the blame for difficulties on the bureaucratic process. Traits: (MN) Focal, political, wealthy, white collar 724 725 726 727

Modern - Villains Chuki • Clairborne • Clark • Claypool • Clayton • Cohen 239 Randolph Burgher Emotionless Criminal Mastermind “Release you after we’re done? I’m sorry, but the plan calls for no hostages. In fact, there is no reason you should still be alive.” Appearance: Randolph is neat and clean; there is not a speck of dust on him. He keeps his red hair slicked back and his beard neat and clean at all times. Roleplaying: Randolph has faith only in organization and accuracy. He pulls off most of his jobs and heists by engaging in months-long intelligence gathering operations. When in the middle of a job, Randolph won’t hesitate to lose a failing component, even if that means ending a person’s life. Personality: Uncaring about others’ feelings, Randolph is perpetually honest. He shows no real emotion, but one can see the constant calculations going on in his mind. Motivation: Randolph worships accuracy and precision. He got into the high-priced theft business because he enjoys the finer things in life. Background: Randolph grew up in a rich family where Mummy and Daddy had no time for him. Shunted from one rigorous boarding school to the next, Randolph became obsessed with status and wealth. He quickly found himself enjoying rigorous control and the ruthless mindset required to seize what he wanted. When his parent’s investments went bad, Randolph realized he could engineer profit for himself. His parents became the first victims of his criminal path, but the plan ensured that Randolph avoided all blame. Traits: (JA) Academic, criminal, focal, white collar Xander Drax Scheming Real Estate Developer “I see you just bought the pizzeria on the corner… Well, it’s your money I suppose. Crime is horrendous in this neighborhood. I bet you won’t be open a week before your first robbery. Here’s my card for when you’re ready to sell.” Appearance: Average height with a thick build, Xander wears a clean, off-the-rack suit and a trilby to match. He has Mediterranean features, olive skin, and slicked-back hair. An assortment of gold chains hangs around his neck. Xander always carries a smart phone and a bottle of flavored water with him. Roleplaying: He is a smooth talker. He’s friendly and always full of advice. He also loves to talk shop and is always looking for a good deal. Personality: Xander is very much a “look out for number one” kind of guy. He doesn’t have any real friends, only those working for him or involved in his current projects. He also switches girlfriends on a regular basis. Xander enjoys showing off his wealth by purchasing things he can easily flash around. Motivation: He wants to be wealthy and live a flashy lifestyle. Background: Xander is a land developer. He’s racked up some large debts with his overindulgent spending and overambitious projects. He’s currently involved in procuring a huge score; a client is looking to build a casino in the city. He’s trying to influence the property owners to sell while keeping the casino project quiet. Traits: (WC) Aggressive, business, criminal Mogo Rahane Dutiful Torturer “Questioning the State is worse than questioning God, you disgusting worm.” Appearance: Mogo looks like a caveman, with a heavy brow ridge, deep-set eyes, and bushy black hair. There are blood stains on most of the clothes he owns. Roleplaying: The State is never wrong, and torture is the answer to almost every question. Personality: Not a particularly imaginative person, Mogo’s creative side only comes out when he tortures people. Even other agents of the secret police get sick when they see his handiwork, and he always gets a confession (though rarely the truth). He likes hurting animals as much as people—sometimes more. Motivation: Mogo wants to do whatever the State tells him to, to the best of his abilities and without question. Background: Mogo is a torturer for the secret police of a dictatorial regime, and he believes that the State is the law, and the law is God. He sometimes wishes God didn’t make him torture people for a living, but he knows they deserve it because the State wouldn’t have imprisoned them if they didn’t. Mogo isn’t dull-witted, he’s just incredibly set in his ways. Raised as a ward of the State, he grew to love the State like a parent; he doesn’t know anything else. If the State told him to spend the rest of his life as a trash sweeper, he’d do it—but he’s so good at inflicting pain, of course, that they never will. Traits: (MR) Notorious, police Noel “Cali” Callahan Deviant Producer “I know you girls are all scared, but trust me, you will get used to the work. In return, you’re off the street. No one is going to hurt you, at least not off-camera.” Appearance: Born of Filipino and Irish parents, Noel is a short, thin woman, with her shoulder-length hair dyed black. She is in her late twenties, with a hard look to her. Roleplaying: Noel has no boundaries when she flirts. She enjoys doing things for shock value, especially to those who have conservative views. Personality: She is a tragic woman whose shattered home life has damaged her self-worth, and left her seeking the worst kind of attention from men. Motivation: Noel has a hole in her soul that she attempts to fill with money, sex, and bad relationships. Background: A runaway from an abusive home, Noel wound up on the streets using her looks to survive as a prostitute. A mobster who took a liking to her got her off the streets, and the two started a p*rnographic website. Cali turned out to be quite adept at this line of work: she understands the market and is able to convince others to participate in shameful acts. Recently Cali has discovered that there are private buyers who have more exotic tastes, often illegal. She has begun to collect runaways off the streets to star in these films; for many, this will be the only film of their lives. Traits: (PV) Abhorrent, charming, entertainment, merchant 728 729 730 731

Modern - Villains 240 Dag • Dahlana • Dale • Damon • Dan • Dana • Dani Artist: Andrew McIntosh Jennifer Braxton

Modern - Villains Cord • Corso • The Cowgirl • Crawford • Croix • Crosby • Dalenka 241 Jiang Liu Handicapped Inventor “I’ve been weak and laughed-at all my life. Now it’s my turn to be the strong one, and do the laughing!” Appearance: A pale and skinny young Asian man, he’s supported by what appears to be a homemade armored exoskeleton. Roleplaying: His words and actions reflect his extensive education and his anger at the world. Personality: Jiang is bitter and angry at the hand he’s been dealt. Motivation: He aims to get back at everyone who has ever laughed at him. Background: Born with a debilitating physical condition that left him weak and unable to have a normal life, Jiang buried himself in his studies. His dream was to create an exoskeleton that would allow him to enjoy normal activities. But as he got older and missed out on the opportunities his peers had, he became more and more bitter and his thoughts turned toward revenge. His studies paid off when he was granted a full ride scholarship for mechanical, electrical, and prosthetic engineering. In the last year, his parents died unexpectedly, he lost his scholarship for ethical violations and anger-management issues, and the woman he was secretly in love with got married. With his parents’ insurance money, he finally finished his exoskeleton and added a few modifications, including armor and armaments. Now, he’s ready to take his revenge on the world. Traits: (KS) Academic, crafter, criminal, genius, scientist, warrior Zora the Black Veil Lustful Cult Leader “You have done well, my love. I see from your bruises that getting the tome did not come without pain. Now lay back and let me reward you in pleasure.” Appearance: Zora is a curvaceous woman with smooth, pale skin, and long, wavy red hair. She always wears dresses, which seem to barely cling to her, and wears a translucent black veil. Roleplaying: Zora will slowly move near any person she finds attractive, standing closer than is polite. She plays with her hair or the fabric of her dress. Personality: She is a woman who has strong lustful desires that she frequently indulges, at times for her pleasure and at times in the service of the dark god she worships. Motivation: Zora desires power over others in many forms. She pursues her occult interests as a way to control larger groups of people. Background: Appearing suddenly in the section of town favored by goths, Zora spoke about a god of lust. She began to collect a group of followers, all lovers who follow her with a fanatical devotion. With her followers, she began to lay out plans that were more ambitious. Soon her cult began to steal ancient tomes and artifacts. Then came the murders: scholars, city officials, and conservative religious leaders. She claims that she possesses rituals that will bring deeper knowledge. Traits: (PV) Beautiful, leader, magical, mysterious, occult His Excellency Maliq Fournier Tin-Pot Dictator “Only the strong should survive. But a strong man with a big gun has a better chance of that, I think.” Appearance: His deep-green military-style uniform is adorned with fanciful ribbons and badges. He usually hides behind mirrored sunglasses. Roleplaying: He is always accompanied by his pet pit bull, Petit, whom he has groomed and trained personally to be loyal and a fierce guard dog. Personality: He is thoughtful, but about things that have no bearing on running a country or on seeing to the needs of his small nation’s citizens. In fact, he is often dismissive of affairs of state, delegating them to subordinates. Motivation: Now that he’s attained and secured his power, he is satisfied to spend his days in contemplation, thinking about his place in the universe. Background: He was a thug who killed without remorse, but one with the charisma to rally others to his cause. Once he overthrew the government, he anointed himself leader without a real title. Though he rules in an authoritarian manner, he does only enough to satisfy the masses so they will not revolt. Otherwise, he is occupied in activities of self-aggrandizement and pop psychology theories and philosophies. He also authorizes schemes intended to irritate and frustrate neighboring countries. Traits: (TT) Military, power hungry, warrior Jennifer Braxton Brash Jewel Thief “The only reason I haven’t gotten it yet is that I haven’t tried.” Appearance: Jennifer keeps her dirty blond hair short and close cropped. She is a fan of body modification, and has many tattoos and piercings. She considers these her trademarks, despite how easy they make her to pick out of a lineup. Roleplaying: She always keeps people at arm’s length; it is easier to work that way. Her movements are careful and controlled, but she bursts into action at a moment’s notice. Once she has decided on a course of action, Jennifer never hesitates. She often leaves others behind. Personality: Jennifer is brash, uncouth, and mistrustful of others. She is tough enough to survive and rarely shows any need for love and affection. Motivation: She only cares about the art of the theft and being able to pull it off. For her, it is less about the end goal, and more about how awesome the heist will be. Background: Jennifer ran away from her middle-class home as a teenager. Life on the street led to pick pocketing and mugging people to survive. Stealing made her feel complete, and it wasn’t long before she grew bored with small jobs. She trained long and hard, learning from retired safecrackers and cat burglars until she was good enough to go solo. Jennifer makes a good recurring side villain, someone to get in the PCs’ way or work for the true villain. Traits: (JA) Artist, criminal, stealthy, wealthy 732 733 734 735

Modern - Villains 242 Daniel • Danielle • Dante • Dara • Daria • David • Dawn Felicia Sandalwood Crossword Killer “3-down is ‘How does this worthless piece of human refuse die?’ Let’s find out together, shall we?” Appearance: Now 27, Felicia still dresses like she’s 17. She favors large, outlandish hats that don’t match her outfits. Roleplaying: Felicia is angry and hateful, and demonstrates her prodigious intellect at every opportunity. Personality: Felicia is haunted by a single, defining event in her past. She constantly thinks about the day she lost the national crossword competition, stoking the fire of her hatred for male nerds of all kinds. Ironically, nerdy guys find her very approachable, which only makes her job easier. Motivation: Felicia wants to wipe out her greatest failure by killing everyone she thinks might have been involved in “the conspiracy.” Background: Felicia is better known as the “Crossword Killer,” the nation’s most prolific serial murderer who’s still at large. An avid crossword puzzle lover, Felicia made it to her first national crossword competition at age 17, made one huge mistake in her final match, and faded from view. She believes her “error” was the culmination of a vast conspiracy in the male-dominated crossword world—and her ego has never recovered. She became a serial killer a few years after losing the competition, and she focuses her rage on male nerds, especially crossword enthusiasts. The Crossword Killer dips a quill pen in her victims’ blood and uses it to complete a crossword puzzle, which she leaves at the crime scene. Traits: (MR) Criminal, eccentric, genius, notorious, scholar Father Smith Bandit Priest “There is no forgiveness for you here, or in the next life.” Appearance: Tall, thin, and lean, with sunken, sleep-crusted eyes, stubble, and deep wrinkles, Father Smith is unkempt and his priest’s vestments are rumpled and worn. Roleplaying: Father Smith speaks in a sharp, harsh voice. He is a man of few words and little patience. Anyone who mistakes him for a real priest and asks for help or guidance is likely to be harangued about the uselessness of faith and the foolishness of belief in God. Personality: An angry and disillusioned man, Father Smith is bitter and his outlook on life is grim. He seems to only be living as an alternative to laying down and dying. Motivation: Bitterly angry at the church and God, Father Smith spends all his time actively working against everything he used to support. Background: Father Smith—the name he uses today—was a man of the cloth from a young age. He led his flock with passion and energy and stood as a moral beacon and example of faith. Despite Father Smith’s years of exemplary service, when he was accused of stealing money and valuables from the church by a parishioner, he was quickly outcast. Outraged, he adopted his new identity to avoid bill collectors and deny his past and began preying on the institution that rejected him by ransacking churches and robbing high-ranking clergy. Traits: (MN) Aggressive, criminal, impoverished, religious, stealthy, zealot Mina Nottingham Poised Thief “Above all, be discreet. Be poised. The best thefts are never, EVER, discovered.” Appearance: She’s crisply attired in a suit well-tailored for her slender figure. She keeps her hair cut short in a flapper style. Roleplaying: When idle, she keeps her face serene, but unobtrusively twists the signet ring denoting her secret society allegiance. Personality: She stays poised in most situations. She demands precision and a well-oiled execution from her henchmen. Motivation: She operates a charitable foundation to stay close to the antiquities community and keep abreast of the latest finds, intending to obtain them for her “associates” through illicit means. Background: Her foundation supports several museums of natural history and culture. She keeps her calm in most situations, though, as part of her cover, she will make a show of being concerned about how the foundation’s money is being spent and will express disdain for the general public’s ignorance of cultural exhibits. She dutifully attends galas, exhibit openings and charitable functions. Her aim is to exploit oversights in the archiving procedures of museums to steal artifacts of historical and monetary value for the secret society to which she belongs. Traits: (TT) Criminal, leader, wealthy 736 737 738 Melinda Thompson 739 Conflicted Executive “Do you ever wonder if the weapons we make are used the wrong way?” Appearance: Smudged glasses, scuffed shoes, and a wrinkled blouse stain her professional look. Roleplaying: Her curt replies and sharp comments border on offensive. Personality: She is sly and plays her cards close, but the pressure is getting to her. Motivation: Melinda’s charity is more important to her than her integrity, or even her life. Background: A career as an executive for a military supplier was turned upside-down when her aircraft was forced down in a tribal area of a Middle Eastern country. She was shocked to see the effects of the weapons her company made, and during the week they were stuck there, she decided to do something about it. On returning to her work, she began to steal from her employer. At first it was small-time theft, but she is now embezzling millions of dollars a year, which she uses to start medical clinics and schools in the area she saw. Now she’s in too deep to stop, and her guilt wouldn’t let her stop even if she could. Her latest step is over the edge: In return for their protection and cooperation in her charities, she has traded some of the company’s experimental armaments to the kind of person who has no problems whatsoever with killing civilians. Traits: (KS) Business, criminal, leader, wealthy, white collar

Modern - Villains Danvers • Dauber • Dayne • Del Cruz • Delgado • Deluca • DeMille 243 Bianca Whitford Bratty Carjacker “If they didn’t want me to steal it, they shouldn’t have made it so easy!” Appearance: Tall and leggy, Bianca’s hair is short, tousled messily, and blond. She dresses well in the latest fashions, designer sunglasses, and lavish jewelry. Roleplaying: Bianca is arrogant and hyper. She rolls her eyes, dismisses others out of hand, and uses excessive annoying body language when talking. Personality: Selfish and self-indulgent, Bianca is interested only in her own desires. She sees others as an annoyance and a barrier to getting her own way. She feels persecuted by law enforcement, who she believes should be leaving her alone and catching “real criminals.” Motivation: Bianca lives for the thrill of the chase and the high life her profession provides her with. Background: Bianca grew up in a middle class neighborhood. She started hanging out with “the wrong crowd” and soon learned to love the adrenalin high and cash that breaking the law provided. Gravitating towards high-end crimes with big payoffs, she specialized in stealing very expensive cars, a specialty that enables her to turn a few minutes’ work into thousands of dollars. Sometimes she will smash and grab, but she prefers to employ subtler methods, like using a stolen identity to buy cars under false names. Her thievery supplies multiple chop shops and underworld collectors and fuels her expensive tastes in fashion, toys, and cars of her own. Traits: (MN) Criminal, stealthy, wealthy Lauren Chase Flirtatious Burglar “So are you just going to buy me drinks all night or do you know somewhere where we could have more intimate conversation? Didn’t you say your balcony faces the beach?” Appearance: Lauren is a gorgeous woman with long black hair. She usually wears a short dress that hugs her perfect figure, unless the venue calls for something more appropriate. She wears trendy shoes and accessories that double as conversation pieces. Roleplaying: She is a party girl. She knows all of the trendy drinks and dances well. She knows how to make and hold eye contact. She’s all about the fun, providing someone else is picking up the tab. Personality: Lauren cares little about her victims. She’s out to enrich herself and her associates. She’s also a bit of a hedonist and enjoys playing with her victim before robbing the poor soul blind. Motivation: She wants money and enjoys having fun while acquiring it. Background: Lauren is a burglar. She meets her victims at party venues and, once she’s ascertained that the victim is wealthy and lives alone, she ingratiates herself with the victim. Once in the victim’s house, Lauren encourages her victim to point out the valuable items. She’s also played victim before just to see where the money is kept. Lauren then slips her mark a sleep-inducing drug and calls her associates to help her rob the place, having already bypassed the house’s security. Traits: (WC) Beautiful, charming, criminal Aleksei Alexandrov Militant Leninist “The world deserves a chance to see communism as it should be, not as strongmen corrupt it to be.” Appearance: Tall and very strong, Aleksei’s build and confidence make women swoon. His dark hair has feathers of gray that only make him look more distinguished; his blue-gray eyes twinkle with laughter, inviting close confidences. Roleplaying: His words often seem to contain extra consonants— an extra “k” or two apiece. Personality: Aleksei leads with charm, trying to disarm women first. He compliments women honestly and treats them as equals, pointing out that his lieutenants are women. Men he deals with brusquely, often delegating negotiations to his lieutenants. Motivation: His education leads him to communism, but he’s a man for doomed causes in general. He wants to establish a perfect society in an imperfect world. Background: Aleksei spearheaded Russian efforts in several skirmishes and wars in the 1980s, developing a reputation as a deadly sniper, a force for the proletariat. Russia’s reduced role after communism’s fall didn’t sit well with him; he continued fighting for the underdog as a mercenary, but found that few leaders still espoused communist ideals. He remains dedicated to overthrowing oppressors and establishing a state where true equality is practiced. PCs might find themselves at cross-purposes with Aleksei as he bumps off allied strongmen, or establishes zones of lawlessness in weaker countries—where communism can finally be practiced as it was meant to be. Traits: (SM) Beautiful, leader, military, stealthy Sonja Texeira, “The Cowgirl” Animated Bandit “Hello folks, hate to spoil your fine dinner, but a gal has to work. Please take your valuables and toss them into this bag. Don’t mind this Desert Eagle; she’ll stay quiet if you do what you’re told.” Appearance: In her early twenties, Sonja wears her straight brown hair in a ponytail. She dresses in a southwestern style, including cowboy boots and hat, and a bandana over her face. Roleplaying: She acts like a classic Western movie bandit, tipping her hat, saying “ma’am,” and even twirling her Desert Eagle. Personality: Sonja is a very active and bubbly person. People find her pleasant even while she’s robbing them. She has trouble sitting still, or settling in any one place. Motivation: She is a thrill seeker who does what she does for the thrill and for the money. Background: Working in a burger joint in a poor part of Texas, Sonja was destined to get knocked up and get married. Unable to face this future, she stole all the money in the cash register, ran to the pawnshop, and got herself a gun. Shortly after, she stole a motorcycle and took off. Now she travels from town to town making bold robberies in restaurants, homes, and the occasional bank. Her crimes are well known and the news has dubbed her “The Cowgirl.” So far, she has avoided killing anyone in her robberies, but that day may come. Traits: (PV) Charming, criminal, notorious 740 741 742 743

Modern - Villains 244 Deana • Debbie • Delaney • Demarius • “d3v10us aNgl” • Devo • Dianne Stu Owen Murderous Hunter “The rules are simple. You are dropped off in the middle of 10,000 acres of wilderness. You are given survival gear but no map or compass. You get a oneday head start. If you can escape, you will receive a fortune in cash. If I find you first, I will kill you.” Appearance: He is bald, with a full beard and a tan face and scalp. He is in great physical condition and it shows. He wears simple, high-quality hunting clothes and always has a knife and a pistol on his belt. Roleplaying: Stu toys with people, and is very sad*stic. When others are speaking, he’ll do rude things to distract them, like tap his finger on a table’s surface, start whistling a tune, or even throw his knife into the wall. Personality: He loves being the person in charge. He thrives on being wealthy and powerful. He is a sociopath and an elitist. Motivation: He wants to prove that he is above the law, and that no one is a threat to him. He believes that he is superior to all other people and that he can do whatever he wants. Background: Stu made his fortune through the sale of conflict diamonds, and he bought large sections of wilderness. He always enjoyed hunting, but he found it unsatisfying that animals were fearful by instinct and not reason. That is when he started to hunt human prey. Traits: (PB) Abhorrent, criminal, focal, outdoorsman, wealthy Estaban Delgado Immortal World-Shaper “History is a mirror into the future. The crosswinds of time are powerless if you bend with them.” Appearance: Estaban is tall and swarthy with a finely groomed dark black goatee. He is in his mid-fifties and has long, jetblack hair tied back neatly. He wears a button-down shirt with a tailored vest and ascot. A long housecoat of crushed velvet and corduroy gives him a distinguished look. Roleplaying: He talks in riddles and has a disarming Spanish accent. He speaks with his hands and ensures that his guests are well attended to. Jabs appear to have no effect upon his veneer. Personality: Estaban is remarkably well informed in matters of history and displays wisdom that is shocking. It is as if a part of him is still in the past—or he lived it himself. He’s experienced enough to not fall for simple ruses and sees through most falsehoods. Motivation: He desires the acquisition of power, something that he has spent—he claims—many centuries doing. Background: All manner of art lines the walls of his mansions, and he lives a lifestyle to rival a king’s. Rumors persist that Delgado is immortal and has lived for generations, every so often faking his death and transferring his wealth to a new identity. If these rumors are to be believed, Delgado has helped shaped the development of nations and guided events to his benefit. Traits: (DM) Academic, ancient, mysterious, occult, power hungry, wealthy Lord Finley Barmlay Distinguished Mastermind “My word. I really expected my adversaries to have a better command of the language. As heroes, you are truly a disappointment.” Appearance: He wears a formal, well-tailored three-piece suit (dark in the winter, white in the spring and summer, gray in the fall) with a bowler. He is immaculate. He keeps his thin dark mustache perfectly trimmed. Roleplaying: He often stops to correct henchmen on their grammar and diction. He makes them repeat the offending word or phrase until it is correct. Personality: He is condescending toward those he thinks are a lesser class, such as the majority of the Great Unwashed. He considers himself to be on par with the aristocrats of the world, which he believes justifies his criminal actions. Motivation: He has a particular taste for acquiring objects of delicate construction and immense worth, but he’s not above robbing the occasional bank or casino to finance his outlandish schemes. Background: He was born into a family of noble blood in Great Britain; the family has long-since disowned him because of his deeds. He carries on, bolstered by his own considerable holdings and his numerous schemes. Of course, he rarely takes part in a heist himself, always firmly establishing an alibi and then relying on his henchmen to provide further deniability. He remains untouched by the law, living lavishly on his estate in the north of England. Traits: (TT) Charming, humorous, wealthy 744 745 746 747 Tasha Nova Glamorous Thief “I’m a patron of the arts, darling, not a thief. Besides, I have enough money tucked away to live comfortably for the rest of my life. Why risk it on this rather….exquisite…piece?” Appearance: An intriguing blend of old world elegance and new world style, Tasha wears her hair short, accentuating her high cheek bones and flawless face. She prefers revealing designer clothing and is always dressed well, whether going for a walk in the park or attending a gallery function. Roleplaying: Tasha is always glamorous and charming. She never stops smiling and knows just what to say to put people at ease. Occasionally, Tasha seems a bit distant, as if something weighs heavily in her mind. Personality: She enjoys the thrill of the con, using her wiles to steal priceless artifacts and money. For her it’s all a game, and she doesn’t mind who she burns. Tasha has become such a chameleon that it’s difficult to know where she truly stands on anything. Motivation: She enjoys stealing things, especially when the theft challenging. Background: Tasha often speaks with a French or Russian accent, but she’s really an American orphan. She grew up in foster homes and wanted a glamorous lifestyle. As she got older, she learned how to con people and steal things, attaching herself to experts while convenient and then leaving them behind once she’d learned all she could. She can be ruthless towards anyone who gets in her way. Traits: (WC) Charming, criminal, mysterious, white collar

Modern - Villains Dersby • Deverson • Dibble • Dorthian • Dough • Drax 245 Jessica Knowls Mercenary Pilot “I’m the right person for this mission, and you know it. My plane’s the best you’ve got, I have the training and reflexes your men lack, and I’m a mercenary—expendable. Sir. Send me.” Appearance: Jessica keeps combat-fit; curly brown hair tops a slender 5’10” frame. Roleplaying: She looks at people through her sunglasses, never removing them, projecting calm confidence. Jessica still has a Southern drawl, which she exaggerates if people show impatience. Personality: She’s rough, ready, and very confident. She’ll dress appropriately for a meeting with the Emir, but is back in a flight suit ASAP. Motivation: She grew up knowing that she wanted to fly and being told that she could do anything she dreamed. She loves the adrenaline that comes with combat missions. Flight is everything—it doesn’t matter what side she fights for. Background: Long denied a chance to fly combat missions in the U.S. Air Force, Jessica signed on as mercenary air support for Middle Eastern and African governments. Two tours ago, she fled a collapsing government position with her Fighting Falcon; while it’s pricey to maintain, she gets her pick of assignments. Providing air support for extermination missions twinges her conscience, but she’s loyal to her contract. Traits: (SM) Adventurer, military, pilot Norton Foley Egotistical Mayor “This is my town, son. You’d better learn to play by my rules.” Appearance: A short, stocky man in his early fifties, Norton keeps his thinning curly hair cut short and always wears a clean, light-colored suit. His fingers stink of pipe smoke and he always has a pipe and tobacco on hand. Roleplaying: Norton is overly friendly in a predatory way. He constantly reminds his conversation partners who’s the boss, often pointing out others that are in his pocket. He plays at being respectable, but he always has his fingers in several pies. Personality: He is king of his domain. Norton enjoys lording his power over the rest of the townsfolk. He’s egotistical and believes himself to be the smartest person in town. Deep down, however, he feels that people are plotting against him and takes pains to assuage those feelings. Motivation: He wants to maintain the status quo as the ruler of his domain, with his “subjects” serving him. Should someone threaten that arrangement Norton would spare no expense to be rid of them. Background: Norton is a dying breed, a local mayor who has authoritarian power and influence. The city council is afraid of him and the police chief is in his back pocket. Norton has a stake in most of the town businesses and changes ordinances to suit his needs. He’s suspicious of strangers and tries to move them along before they cause trouble. Traits: (WC) Business, leader, police, political Yamada Masateru Obstinate Yakuza Leader “I do not believe we have to follow your orders any longer, Oyabun.” Appearance: Covered in dragon and demon tattoos, Masateru projects strength and anger from his cold, hard face. Roleplaying: Masateru doesn’t back down from anyone. He pushes past people, taking whatever he wants by force. He rules his gang through strength of will and challenges even the authority of those above him within the organization. Personality: His arrogance knows no bounds. He sees himself as inferior to no man, and if he can take something by force, it only proves he is stronger. Masateru doesn’t show fear and only feigns obedience to his master’s wishes. Motivation: He wants power for himself and his gang. He doesn’t care who gets in the way. Background: Masateru started life on the streets as a lowranking thug, but it wasn’t too long until his strength and anger brought him to the attention of higher-ups. Using him as a tool to take out the members who were getting too big for their britches, the Yakuza bosses created their own worst nightmare. Masateru consolidated his own power amongst the young and ambitious gang members, and he began to erode the long-established power bases in the organization. The organization has been plotting how to get rid of him, but he has built up defenses of his own. The situation is beginning to boil over, and wars for control have broken out on the streets. Traits: (JA) Criminal, leader, notorious Artist: Avery Liell-Kok Yamada Masateru 748 749 750

Modern - Neutrals 246 Felicia Natiana Rookie Spy “Wow! You are in the Air Force! You work at the base where they are working on that project that I read about in the newspaper. You must be pretty important to work there. You want to give me a tour of the base? I don’t know about that. How can I trust you? Well, I guess I am interested...” Appearance: Felicia is a petite and buxom young woman with a toned body. Her brunette hair is short so she can wear various wigs if needed. She is physically attractive, and she uses her body language to accentuate her sex appeal. Roleplaying: She is flirtatious and suggestive. She will often lean forward to distract a man with her cleavage, and she uses other obvious tricks of seduction. Personality: Felicia is a master of seduction, but not of deception. She will eventually begin to show signs of frustration if she does not make constant progress with her mission. Motivation: She wants to prove herself to her fellow operatives, who think she is a one-trick pony. The problem is that she actually is a one-trick pony. Background: Felicia has always craved excitement, and joined the Army at an early age. After being discharged, she looked for work in the intelligence community. She has held numerous roles supporting others, but now she is finally a field agent and she wants to make a big impression on her superiors. Traits: (PB) Adventurer, beautiful, charming, military, mysterious Larry Poole Angry Conspiracy Nut “It’s all a conspiracy! The government covered it all up because they’re in bed with Big Oil! We could all have been driving solar-powered cars since the ‘80s!” Appearance: Larry has short red hair that starts to curl when it’s time for a haircut. He is either sun burnt or pale white; there is no tan. He’s an angry young man who’s always wearing a T-shirt with some revolutionary group or cause emblazoned on it. Roleplaying: He can’t help but be angry. He spends most of his time blogging about it, even when he’s on the move. His treatment of others is directly related to how closely they match his beliefs. He spits accusations at anyone on “the other side,” treating them as if they are directly responsible for any perceived wrongdoing on the part of the government. Personality: From the time he was young, Larry has always dreamed of a social utopia. He fervently believes in his causes as if it were religious dogma, and treats those on the other side as “sinners” or “evil.” Motivation: He wants to change the world, preferably overnight. Background: No one really knows Larry’s background; he often changes it to make the government or a particular group relevant to harming his life. That said, Larry is mostly harmless. He blogs constantly and goes to rallies, but stops short of anything beyond an organized peaceful protest. Larry is in contact with some radical factions. Traits: (WC) Eccentric, political Dina • Dinna • Dominic • Dorissa • Doug • Drago • Dreizehn From cops to lawyers to washed-up football stars to John and Jane Q. Public, this section is chock full of modern NPCs of all stripes, from the vain to the selfless to the cowardly. They’re a diverse bunch, well-suited to playing a variety of roles in your game. If your players express a sudden interest in the waitress at the diner, you can give her a personality and backstory on the spot—and the same is true for dozens and dozens of other characters from this chapter that the PCs can encounter. 751 752

Modern - Neutrals 247 Sam Johnson Frustrated Bricklayer “Let’s have a beer and put this whole thing behind us.” Appearance: Sam is huge—6’6” and 250 lbs. of muscle. He wears typical construction gear by day, but has some really nice club outfits. Roleplaying: He plays a dumb jock, trying to get people to underestimate him, before coming back with an appropriate literature major quote—most often by Ezra Pound—while wearing a wide grin. Personality: Life turned out to be a joke; after busting his ass for a college degree, he’s surprised to still be hauling bricks. It’s nice to make other people the butt of the joke sometimes. Motivation: Breaking his back hurts—but women do love his muscles, so there’s some compensation. Besides, if you can’t laugh, you’re already dead. Background: Sam grew up a bricklayer’s son; he loved his dad and saw how carrying the house exhausted him and drove him to drink. His aunt helped him save for college, but despite being at the top of his class he couldn’t find a job. He did meet some friends, who taught him a cool ritual the he uses to “psychically mark” the women he’s slept with—something only he and his friends can normally see. It’s his joke; the girls think they’re just using a boy toy, but they’re added to his permanent public “collection.” Traits: (SM) Abhorrent, laborer, occult Miles Dersby Enthusiastic Scholar “And in the third hour of my presentation I’ll be covering Pharaoh Sneferu’s construction of the Bent Pyramid...” Appearance: A short man in his mid-forties, Miles has a slight build, close-cropped dirty blond hair, and bright green eyes. He usually wears conservative clothes, thick glasses, and a bow-tie. Roleplaying: Miles speaks rapidly and with great passion, waving his arms around when he talks and constantly adjusting and fidgeting with his glasses. Personality: An enthusiastic scholar, for Miles the collection, preservation, and sharing of knowledge is the meaning of life. The months of research it takes to find each new volume for his collection is a thrilling hunt for him. Motivation: Miles seeks to obtain rare and unusual books and manuscripts for his library, and to share the knowledge within with fellow enthusiasts. Background: The son of a wealthy industrialist, Miles’ interest in academia was encouraged by his family, and continued into his adult life. He continues to pursue his love of knowledge, traveling the world seeking new tomes for his personal library, which rivals that of even major universities. Miles gladly shares the knowledge within his books with anyone who is eager to learn and willing to treat the books with respect, and is a regular guest lecturer at various institutes of higher learning. Traits: (MN) Academic, scholar, wealthy Jaquan Otumbo Preoccupied Clerk “Huh? No need to yell. This is the latest download. Very cool.” Appearance: He’s casually dressed in a T-shirt and jeans. His sneakers always look brand new. Even when wearing the convenience store’s on-duty smock and name badge, he looks totally comfortable. The earbuds to his portable mp3 player are either worn or dangle prominently. Roleplaying: As often as not, he’ll have his eyes closed, his head bobbing in tune to the rhythm coming from his headphones, oblivious to everything around him. Personality: He’s friendly and willing to help—if a customer can catch his notice. Anything to do with music completely demands his attention, from a catchy commercial jingle on a video monitor to a website with the latest hip-hop releases. Motivation: He has dreams of being a musician himself, and he thinks that if he just immerses himself deeply enough in all things musical, he’ll absorb the necessary talent. He doesn’t realize the skill, dedication, or practice required. Background: He’s not partial to any genre—his appreciation of music knows no bounds. He’s never actually learned an instrument, trained his voice, or written a piece, but his instincts are good. He is plugged into the entire musical community. Those contacts—musicians, bookers and producers—are regular customers who will bring recordings to him, using him as a sounding board, relying on his insight. Traits: (TT) Dilettante, entertainment Stephen Johnson Political Activist “You’re not stealing my vote this time!” Appearance: A somewhat nerdy but professionally dressed man, Stephen will suddenly erupt into a shouting frenzy over something as minor as a stranger’s bumper sticker. Roleplaying: Stephen regularly drops his political opinions into everyday conversation, and is verbally abusive if anyone disagrees. Personality: He identifies strongly with the fringe elements of a political party (pick one; it really doesn’t matter). Motivation: He’d love to get back at those bastards, just once. Background: Stephen’s first foray into politics was a decade or so ago, when a candidate’s message resonated with him, and he began to look into the situation. Finding strongly worded opinions on the Internet, he began to surround himself with like-minded friends and sources of information. As his circle of friends and sources of information shrank to include only those he agreed with, he became even more extreme in his views and actions. He quit his job and has gone to work for a number of political organizations (a few of which employed methods of persuasion not quite legal or ethical), organized rallies and fundraisers, and has even started looking into more direct action against his perceived opponents. Aimed in the right direction, he could be a hell of a distraction for the PCs—or their opponents. Traits: (KS) Abhorrent, eccentric, political, white collar, zealot Driver • Drost • Drumm • Duggins • Dutchwood • DuVall • Easton 753 754 755 756

Modern - Neutrals 248 Edith • Elizabeth • Ellen • Elspeth • Elyn • Emalia • Erika Dominic Kopor Miserly Coin Dealer “No, it is too much. You take less, or you keep the coin. I care not, for I have many coins.” Appearance: A wizened man in his late seventies, Dominic dresses simply and eschews signs of wealth. Roleplaying: Dominic speaks in a low voice, shaking his head disapprovingly without provocation. He habitually rubs a coin between his thumb and forefinger. Personality: He pinches every penny and gouges his customers whenever possible. He would rather not sell a coin than give it up for less than his asking price. Dominic loves to bargain, and almost always comes out ahead. Motivation: Dominic is obsessed with antique coins, and he leads the most Spartan existence he can. He’s terrified that he’ll die a pauper. Background: Dominic has a real gift for spotting a good deal on a rare coin and is deeply reluctant to let it go for a price that someone would be willing to pay. Consequently, some of the most famous antique coins in the world are squirreled away in his vault—because if he put them out for sale, he might have to part with them. He’s also an expert at identifying old coins, and he has a deep knowledge of the history of currency and minting coinage. He lives in a tiny apartment, sleeps on his couch, and spends as little money as possible. His hoarded wealth and extensive coin collection make him a tempting target for thieves. Traits: (MR) Business, eccentric, merchant, scholar, wealthy Jack Spenser, “Absolut Mayhem” Rebellious NSA Hacker “I know it’s against DOD regulations, but I gave myself root on the server and installed a FragArena so that we could face off against Signals Intelligence.” Appearance: Jack is in his early twenties, with brown hair and an average build. He has blue eyes that he usually covers with sunglasses. He often wears jeans and geek-themed T-shirts. Roleplaying: Jack is too casual, putting his feet up on tables and addressing people by their first names. Personality: He is a co*cky expert who knows he is too good to be seriously reprimanded. He vents his dislike for authority through wisecracks and pranks. Motivation: Jack resents his current situation and wants his freedom, but will not miss a chance to prove how good he is. Background: “Absolut Mayhem” spent years hacking computer networks, often to prove they were vulnerable. He avoided authorities until an NSA hacker named “DataSpike” found him. Jack was arrested, and through a covert program called HEADHUNTER he was given the choice between federal prison or a job at the NSA. Reluctantly, Jack took the latter. He has made trouble for his NSA handlers, playing various pranks, but he enjoys using his hacking skills against some very scary people for his country. Over time, Jack has started to realize the importance of his job. He has just received word that DataSpike has gone rogue, and he has been assigned to find him. Traits: (PV) Genius, military, notorious, white collar Kate Dauber Cynical Attorney “I can’t tell you that, it would violate attorney-client privilege! However, if you happen to drive by that red cabin up on Foster’s Lake, you may see an interesting vehicle parked outside… Beneath a tarp.” Appearance: Kate wears a professional suit during the day but is more comfortable in a T-shirt and jeans. She usually ties her hair back and prefers glasses to contact lenses. While not exceptionally attractive or slim, Kate has a sweet smile and a “girl next door” air about her. Roleplaying: In the courtroom, Kate is an aggressive advocate for her client. In her office or on the street, Kate is very cynical. The legal system has failed for her one too many times and her bias is palpable. Personality: She used to be idealistic and optimistic, but lately she’s become cynical and depressed. She perks up when there’s an opportunity to work around the law to “get” an obvious criminal. In her personal life, Kate is a bit wild, allowing her problems to slide off her shoulders for the evening. Motivation: She wants justice, even when the law prohibits it. Background: Kate began her legal career as a defense attorney. Unfortunately, many of her successful cases ended with her clients committing more crimes. Kate then became a prosecutor but grew disenchanted as the system still put hardened criminals back on the streets because they cut the right deals. Now, Kate bends and breaks the law when necessary to seek justice. Traits: (WC) Aggressive, counselor, criminal, police Garrett “Underscore” Hendrickson Geeky Anarchist “I’m going to drop a logic bomb behind their firewall just for the lulz. Frack that!” Appearance: A thin, pale young man in his mid-twenties, he wears a tan polo shirt and black jeans. His high-top sneakers’ laces are undone and he carries a backpack that strains under the weight of its contents. His dark hair has small flakes in it and he smells like he could use a bath. He deftly walks around obstacles while furiously typing into his phone. Roleplaying: He’s shy and unaccustomed to conversation, although anything to do with computers or roleplaying games gets his interest immediately. He multitasks and will carry on a conversation while texting on his phone simultaneously. Personality: A geek’s geek, Garrett prefers to be called by his handle, “Underscore.” He has no interest in dealing with other people unless it’s online, where he feels comfortable. He’s a storehouse of useless geek trivia and can recite lines from all his favorite episodes of “Battlestar Galactica.” Motivation: He wants to prove his skill by completing more and more difficult hacks. Background: Garrett is a computer science major, but in his spare time, he’s an accomplished hacker with some notoriety. He could teach at the university he’s so far ahead. Garrett’s social outlets are small and geeky, such as his weekly D&D group. His custom laptop has a large bumper sticker on it, “I break for 32HD Red Dragons!” Traits: (DM) Academic, humorous, notorious, stealthy 757 758 759 760

Modern - Neutrals Eckhart • Edwards • Elliott • Emmelmann • Espada • Espinosa • Fandango 249 Patton Cord Greedy Con Artist “Yes, I was down at the docks two nights ago. It was the night before trash collection. And, no, I didn’t see nuttin’.” Appearance: Patton appears to be a homeless man. He’s young, gaunt, wears shabby clothing, and stinks. In truth, he’s a young college student with a full scholarship and attends galleries in trendy conservative suits. Roleplaying: He is abrasive and almost hostile. He tries to end conversations before they start, as he’s too busy to deal with them (nor does he want to tip people off that he’s not a homeless man). Personality: Patton is a frustrated art student who learned that he could make money by “recreating” the works of legitimate artists and sculptors. He disguises himself as a homeless man and goes through garbage for materials. Motivation: He wants to make money and hopes to be a successful artist one day. Background: Patton was an art student who dreamed of making money so that he could enjoy the rest of his life. Unfortunately, no one wanted to take a chance on an unknown. Patton imitated a well-known artist and anonymously passed off his work as hers, earning him a hefty paycheck. Patton now pulls art cons regularly. Through his disguise, Patton has also learned a great deal about the shady side of the city. Traits: (WC) Artist, criminal, mysterious Artist: Matt Morrow Patton Cord 761


Masks: 1,000 Memorable NPCs for Any Roleplaying Game - Flip eBook Pages 201-250 (2024)
Top Articles
Latest Posts
Article information

Author: Tuan Roob DDS

Last Updated:

Views: 6604

Rating: 4.1 / 5 (62 voted)

Reviews: 85% of readers found this page helpful

Author information

Name: Tuan Roob DDS

Birthday: 1999-11-20

Address: Suite 592 642 Pfannerstill Island, South Keila, LA 74970-3076

Phone: +9617721773649

Job: Marketing Producer

Hobby: Skydiving, Flag Football, Knitting, Running, Lego building, Hunting, Juggling

Introduction: My name is Tuan Roob DDS, I am a friendly, good, energetic, faithful, fantastic, gentle, enchanting person who loves writing and wants to share my knowledge and understanding with you.